Medal gaming machine and system thereof

ABSTRACT

According to the present invention, a medal-operated gaming machine is provided such that the medal-operated gaming machine comprises a data writing/reading means for writing at least one kind of initial data of the game and history data of the game into a medal with a built-in IC chip (a built-in-IC-chip medal) and/or for reading at least one kind of initial data of the game and history data of the game from the built-in-IC-chip medal, a medal insert mean for making it possible to insert the medal in order to start and/or progress the game, and a medal distribution mean for paying out the medal by receiving the information that the predetermined condition is satisfied while the game is progressed. The gaming machine may give the player much fun because various values are assigned to medals to enhance amusement of the game.

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application is based upon and claims the benefit of priorityfrom the prior Japanese Patent Application No. 2002-156391, filed on May29 in 2002, the entire contents of which are incorporated herein byreference.

[0002] This application is related to co-pending U.S patent applicationsentitled “MEDAL GAMING MACHINE” and “BUILT-IN-IC-CHIP MEDAL ANDINSCRIPTION MACHINE THEREOF”, respectively, both applications beingfiled on even date herewith. The co-pending applications are expresslyincorporated herein by reference.

BACKGROUND OF THE INVENTION

[0003] 1. Field of the Invention

[0004] The present invention relates to a gaming machine with which aplayer may play with a medal.

[0005] 2. Related Art

[0006] A recent game that is manufactured in Japan and supplied as avideo game or an arcade game combines the latest hardware and softwaretechnology. A composite art or integrated industry of the game with anadvanced graphic display technology for displaying characters,backgrounds, etc and a sophisticated speculative method such as plotdevelopment is highly evaluated not only in Japan but also in the world.A video game is a type of game to be played with a home video gamemachine or a portable gaming machine. An arcade game is a type of gamethat is played with an arcade video game machine installed in a gamehall (so-called a game arcade).

[0007] These kinds of games range widely and may include, for example, aracing game which displays simulatively a horse race or an auto race, asports game which displays simulatively a baseball game or a foot ballgame, a story game in which a character moves freely in thepredetermined region to obtain an item disposed in a map, and a fightinggame in which a player fights in a professional wrestling, a boxing, asumo wrestling, a judo, a kendo (Japanese fencing), and other martialarts using swords or spears.

[0008] In these days, people especially enjoy a strategic simulationgame among the provided video games.

[0009] In the strategic simulation game, a player operates a leader of agroup such that the leader may direct an unit that belongs to the groupand experiences a fictional strategy and combat in a virtual environmentor space being deployed on a screen such as a television screen.

[0010] Among such strategic simulation games, Nobunaga's ambition typeof game, for example, is popular. In the game, a player controls, in theJapanese Warring State Period, a character of Oda Nobunaga (a leader ofa group) who governs the Owarino-kuni (Owari region), organizes militarycommanders (a head of the unit belonging to the group) to be hisfollowers, develops his own military group belonging to the group byutilizing a military draft and training, fights and defeats an opponentgroup (opponent group) lead by another feudal lord such that he maybroaden his own territory and finally unify the country.

[0011] As shown above, the player in the strategic simulation game canfight against the opponent by ordering the unit belonging to the groupas the leader of the group with various strategies. The player can havevarious experiences as the leader of the group and commanders of theunits such that the player enjoy easily virtual strategies and fights.

[0012] Generally, the strategic simulation game requires several orseveral tens of hours in order to accomplish the final purpose. Manyplayers devote themselves in the game for a long period of time enjoyingvirtual strategies and fights. In this respect, the strategic simulationgame is significantly different from that in another category that mayinclude a action game, a shooting game, and a puzzle game.

[0013] On the other hand, arcade games are often elaborated, forinstance, a music game to actually dance or play instruments to therhythm, an airplane simulation game utilizing a mock pilot's seat of theplane cockpit, and so on. A medal game, however, is still popular amongthe arcade games although it is spread widely.

[0014] In the medal game, a player purchases one or more medals from amedal inscription machine such that the player starts the medal gamewith the medal gaming machine by inserting the medal. If the player winsthe game, a predetermined number of medals are paid out. So, the playerwho has obtained many medals can enjoy the game again without purchasinga new medal.

[0015] In such typical medal games as a roulette, a card game, a horseracing game, etc., the way to use the medal is quite simple. Therefore,it is not easy to give the player a novel feeling or surprise so that itmay be difficult to obtain more and more players to make the medal gameso popular as to make a boom.

[0016] Therefore, a new kind of medal gaming machine such as asimulation game has emerged. By way of example, a horse racing gamehaving a training mode and a racing mode may be played by a plurality ofplayers at the same time.

[0017] In such horse racing game, the plurality of players can raise andtrain horses virtually in the training mode if they insert medals. Inthe racing mode, the players can select jockeys so as to start the raceby inserting medals. The player can make their virtual horses enter therace and purchase betting tickets by inserting medals so that they mayreceive a predetermined number of medals according to the race result.

[0018] However, the above-mentioned horse racing game may offer medalsaccording to the race result and the payout is not necessarily closelyrelated with the game procedure. In this respect, there is not a largedifference between the conventional medal gaming machine and the horseracing medal gaming machine. Therefore, it may not be easy for the horseracing medal gaming machine to obtain more and more new players as themedal gaming machine has a unique concept.

SUMMARY OF THE INVENTION

[0019] Considering the above, it is an object to provide a medal gamingmachine with a lot of amusing features unlike the conventional gamingmachine and enhance amusement as well as excitement of the medal game bygiving medals various values.

[0020] In order to accomplish the above-mentioned object, according tothe present invention, it is provided a medal gaming machine comprises adata reading/writing means to read out, write on a medal with a built-inIC chip, a medal insert mean for making it possible to insert a medal inorder to start and/or progress a game, and a medal distribution mean forpaying out the medal by receiving information that a predeterminedcondition is satisfied while the game is progressed.

[0021] More specifically, according to the present invention, it isprovided that a medal gaming machine comprises a data reading/writingmeans for writing at least one type of initial data of the game andhistorical data of the game, and reading at least one type of initialdata of the game and historical data of the game, a medal insert meanfor making it possible to insert a medal in order to start and/orprogress a game, and a medal distribution mean for paying out the medalby receiving the information that a predetermined condition is satisfiedwhile the game is progressed.

[0022] (1) It is also provided that a gaming machine using first andsecond kinds of medals, comprises: a data writing/reading means forwriting a first data from and/or reading a second data on the first kindof medal, the first kind of medal having a built-in IC chip; a medalinsertion means for receiving the second kind of medal in order to startand/or progress a game; and a medal distribution means for paying outthe first and/or the second kinds of medals according to informationthat a first predetermined condition is satisfied while the game isproceeding.

[0023] As mentioned above, since it is possible to read and/or writeinitial and history data of the game on a medal with a built-in IC chip,various data (for example, data of a character appearing on the game oritems owned by the character, etc) can be stored in a medal with abuilt-in IC chip (“built-in-IC-chip medal”, hereinafter). The data maybe stored in a plurality of built-in-IC-chip medals. Thus, thebuilt-in-IC-chip medal can have various values in the game.

[0024] For example, when data of a military commander (e.g., OdaNobunaga or Takeda Shingen) who appears on a strategic simulation gamesetup in the warring state period is stored on a built-in-IC-chip medal,the built-in-IC-chip medal has a different value depending on whose datais stored even if the appearance of the built-in-IC-chip medal isexactly the same.

[0025] Therefore, the player can play the strategic simulation game withthe built-in-IC-chip medal having the data of Oda Nobunaga or TakedaShingen at the player's discretion if the player has collected bothmedals. Further, since either medal has a different value to the player,the player can have a special affinity to either because of the storeddata.

[0026] Thus, the player may have a desire to collect medals with variousdata such that the player may be motivated to devote himself to thegame. The player can have a special affinity to each medal and the medalgaming machine may enhance amusing features and novel excitements of thegame.

[0027] Moreover, because the above medal with the built-in IC chip and aconventional medal can be used together and medals having differentvalues can be used at the same time. For example, it is possible to payout different medals so as to pay out a medal or the medal with thebuilt-in IC chip depending on a game progress state so as to cause morefun with the game.

[0028] Furthermore, it is possible to insert a medal (including input ofthe point(s) to be described later) in order to start and/or progress agame. Therefore, in the case of the medal gaming machine for providing astrategic simulation game, a player is able to train and strengthen agroup to be operated by inserting one or more medals (the first and/orthe second kinds of medals) and start to fight against another group.Furthermore, because the first and/or the second kinds of medals arepaid out when a predetermined condition is satisfied while the game isin progress, one or more medals of the first and/or the second kinds arepaid out (The payout may include point number output or increase to bedescribed later.) when the player won the fight against another group orthe player achieved a predetermined purpose provided during the game.Therefore, as a result, when the number of medals is increased, it ispossible to continuously play the game for a long period of time withoutpurchasing more medals. Thus, the number of medals purchased by theplayer for paid money changes while the game is progressed and therebyelongating or shortening the earned time for playing the game.Therefore, the player can experience a great thrill or excitementcompared to the case in which the player merely performs a game.

[0029] (2) The gaming machine according to (1) is characterized in thatthe first data comprises at least an initial data or a history data ofthe game with the gaming machine, the first data being written on thefirst kind of medal with the built-in IC chip; and wherein the seconddata comprises at least the initial data or the history data of thegame, the second data being read from the first kind of medal with thebuilt-in IC chip.

[0030] (3) The gaming machine according to (1) further comprises apayout means for paying out the first kind of medal according toinformation that a second predetermined condition is satisfied while thegame is progressed. The gaming machine may pay out the second kind ofmedal as well if a predetermined condition is satisfied.

[0031] (4) With the gaming machine according to (1), a strategicsimulation game may be played.

[0032] The data reading/writing means, which may be embodied as areader/writer or reading/writing device, may read the initial gamingdata or the gaming history data such that the player can start the gamefrom the initial status or an advanced status. The combined data mayenable the player to select either status as a starting status.

[0033] The medal gaming machine having the data reading/writing meansfor writing at least one of the initial and history data of the gamereading at least one of the initial and history data of the gamecomprises a payout means for paying out the built-in-IC-chip medal whena predetermined condition is satisfied during the game. The medalwithout any particular description may refers to the first kind ofmedal.

[0034] Since the player can receive medal payouts when the predeterminedcondition is satisfied during the game in progress, the player's desirefor collection of medals is invoked and he may devote himself to thegame more. Further, the player can have an affinity to the medal and themedal game machine may enhance amusing features and novel excitements ofthe game.

[0035] The medal gaming machine having the data reading/writing meansfor writing at least one of the initial and history data of the gamereading at least one of the initial and history data of the game mayprovide a strategic simulation game.

[0036] In general, a strategic simulation game has a larger number ofcharacters that appear on a game and can be operated by the player thana game in another category. The player can collect many built-in-IC-chipmedals with different values so as to play the game using many medals ifdata of many characters are stored on as many medals. As the result, thedesire for collection of the built-in-IC-chip medals is enhancedsignificantly so that the medal game machine enhances amusement of thegame.

[0037] (5) A gaming machine system using first and second kinds ofmedals comprises: a gaming machine with which a game proceeds; a firstkind of medal, which has a built-in IC chip such that the medal is seton a receiving part of the gaming machine; a second kind of medal, whichhas a predetermined value such that a game in progress proceeds byinserting the second kind of medal into an insertion opening of thegaming machine; and a medal inscription machine, which issues the firstand the second kinds of medals according to input data from a controlsection by a medal purchaser; wherein a player of the game can insertmore first and/or second kinds of medals into the insertion opening suchthat the player can forward the game.

[0038] (6) The gaming machine system according to (5) comprises areceiving part on which the first kind of medal can sit such that storedinformation in the built-in IC chip of the first kind of medal; whereinthe game can be started with an initial status or resumed with anadvanced status being determined the stored information.

[0039] [Definition of Terms]

[0040] The medal gaming machine refers to a gaming machine which canreceive a medal at an inlet, an insertion slot, an opening, a recess,and so on. The medal gaming machine may have a medal pay outlet to payout medals. The player may insert a medal into the above-mentioned medalinlet to play the game. The medal may be paid out from theabove-mentioned medal pay outlet according to the player's inputoperation. The player can insert one or more medals while the game isbeing played. The above-mentioned medal gaming machine may offer one ormore games to one or more players. The medal gaming machine also maycomprise a plurality of satellites as many players who play games at thesame time.

[0041] The satellite used herein is a device comprising a controlsection composed of one or more control buttons or knobs with which theplayer inputs predetermined instructions and/or commands, and an imagedisplay device to display images related to the game. The controlsection may include an input part with which the player plays the game.The player operates the above-mentioned control section with viewingimages displayed on the above-mentioned image display device such thatthe game deployed with the medal gaming machine proceeds.

[0042] In the medal gaming machine according to the present invention,the number of satellite is not limited. It can be set one or moredepending on the size of the medal gaming machine, the nature of thegame, and so on.

[0043] The medal denotes a substance for playing the game on the medalgaming machine. The medal may be inserted or injected into theabove-mentioned medal gaming machine or a part thereof. In general, itmay work like a coin. The above-mentioned medal may be different from acurrency circulating in an actual society. The above-mentioned medal maybe, for example, purchased from a medal inscription machine installed ina game hall. The medal obtained by a game result generally may not beexchanged with money or goods.

[0044] The number of medals inserted into the medal gaming machineaccording to the present invention, for example, may be stored on astorage media (for example a RAM, a flash memory, etc) built in themedal gaming machine or the medal with a built-in IC chip placed or setat a predetermined position of the medal gaming machine as game points.On the other hand, when the player operates the control section or theinput part so that a predetermined instruction is input by the player,medals are paid out in the number corresponding to the number of storedpoints.

[0045] The point used herein refers to information of the game to beplayed with the medal gaming machine or information equivalent to thenumber of medals. For example, if the game can be started by insertingten medals into the medal gaming machine according to the presentinvention, the game can be also started by inputting ten points insteadten medals.

[0046] According to the present invention, that it becomes possible toinsert the second kind of medal in order to start and/or progress thegame may include that it becomes possible to input the point (or credit)or the point number in order to start and/or progress a game. That amedal is paid out when a predetermined condition is satisfied while thegame is progressed may include that the point is output or given to theplayer when the predetermined condition is satisfied during the gamebeing progressed.

[0047] The medal with a built-in IC chip refers to a first kind of medalor a medal having an IC chip and being used in the above-mentioned medalgaming machine or a medal having a storage section that can storeinitial and history data of the game supplied by the above-mentionedmedal gaming machine.

[0048] In the medal gaming machine according to the present invention,the player can use one or more built-in-IC-chip medals to play the game.

[0049] The above-mentioned storage section may be composed of, forexample, an EPROM (Erasable Programmable ROM), an OTPROM (OpticalProgrammable ROM), an EEPROM (Electrically Erasable Programmable ROM), aflash memory (flash type EEPROM), and so on. It may be composed of anintegrated circuit other than this kind of memory, for example, microprocessor, etc.

[0050] A shape of the above-mentioned built-in-IC-chip medal is notlimited. But it is preferably disk-shaped like an ordinary medal so thatthe built-in-IC-chip medal is recognized without a strange feeling. Itis desirable that the size and thickness of the above-mentioned medalare substantially the same as the ordinary medal.

[0051] The above-mentioned medal may be made of an ordinal material suchas resin. The medal may be made of metal if the IC chip or pins thereofare coated with resin or the like so that insulation of the embedded ICchip and pins thereof to each other is secured.

[0052] The Initial data of the game refers to data required for startingthe game with the above-mentioned medal gaming machine. For example, itmay include an ID code and a check code to identify the player, personalinformation of the player, data about the above-mentioned points, dataabout the initial setting on starting the game, etc.

[0053] The history data of the game refers to data about the game inprogress with the above-mentioned medal gaming machine. The history dataof the game may include an ID code and a check code to identify theplayer, personal information of the player, data about theabove-mentioned points. The game stopping data (or game stop data) usedherein is included in the above-mentioned history data of the game. Itis the history data when the game in progress with the above-mentionedmedal gaming machine is stopped.

[0054] The above-mentioned built-in-IC-chip medal is preferablyconfigured integrally with an image of a three-dimensional shape.

[0055] Because of this, if the image of the three-dimensional shape(referred to as “figure” hereinafter) is made into an image simulatingan appearance of a character that appears on the game, the player'sdesire for collecting the medals (medals with built-in IC chips) isinvoked and the player can have a feeling toward the medals (medals withbuilt-in IC chips). Further, he may devote himself to the game. However,it is not necessary that the built-in-IC-chip medal configuredintegrally with the figure is formed so that the medal portion can notbe removed from the above-mentioned figure. It may be configured in sucha manner that it can be removed from the above-mentioned figure. Thebuilt-in-IC-chip medal integrally configured with the figure will beexplained in detail referring to the drawings later.

[0056] The above-mentioned medal may be issued or inscribed by ainscription machine (referring to a built-in IC chip medal inscriptionmachine hereinafter), which may be installed in the game hall.

[0057] The built-in-IC-chip-medal inscription machine used herein is adevice to issue or inscribe built-in-IC-chip medals used with theabove-mentioned medal gaming machine. It issues built-in-IC-chip medalsin the number corresponding to the predetermined number of insertedmedals.

[0058] The built-in-IC-chip-medal inscription machine mentioned abovepreferably has a data writing means for writing the initial data of thegame.

[0059] It can issue built-in-IC-chip medals with the initial data of thegame stored at each built-in IC chip. So, it is possible to issue abuilt-in-IC-chip medal with different data at every time when abuilt-in-IC-chip medal is issued so as to have a different value. Thebuilt-in-IC-chip-medal inscription machine will be explained in detaillater referring to the drawings.

[0060] In the medal gaming machine according to the present invention,the built-in-IC-chip medal mentioned above may be used instead theordinary medal, which does not have the IC chip. However, thebuilt-in-IC-chip medal mentioned above may preferably be used with theordinary medal.

[0061] By allowing the built-in-IC-chip medal to store a characterappearing on the game and by using the ordinary medal which has beenused conventionally, different kinds of medals with different values maybe utilized at the same time. For example, it is possible to pay outdifferent medals such as the ordinary medal and the built-in-IC-chipmedal depending on the status of the game so as to provide the game withan enhanced excitement.

[0062] The medal gaming machine according to the present invention maypreferably pay out the built-in-IC-chip medals if the predeterminedcondition is satisfied during the game.

[0063] The player can obtain payout of built-in-IC-chip medals when thepredetermined condition is satisfied while the game is proceeding sothat the player's desire for collecting built-in-IC-chip medals isinvoked and he can devote himself to the game more. The predeterminedcondition may not particularly be limited. It may include, for example,a condition that the player wins in a fight with another group.

[0064] The simulation game may refer to one game category and be definedwith a common concept in the art. For instance, the simulation game maybe a game in which the player can enjoy a virtual world with a virtualenvironment and/or a virtual space provided.

[0065] The strategic simulation game may refer to a game, among theabove-mentioned simulation games, in which the player can experience andenjoy, especially, virtual strategies and fights in the virtualenvironment and virtual space provided (referred to “virtualenvironment” hereinafter).

[0066] The medal gaming machine according to the present invention maypreferably be a medal gaming machine to offer a strategic simulationgame. The above-mentioned built-in-IC-chip medal according to thepresent invention is preferably used with the medal gaming machine tooffer the strategic simulation game.

[0067] In general, the strategic simulation game has a larger number ofcharacters which appear on the game and can be operated by the playerthan a game in another category. By storing data of different characterson as many built-in-IC-chip medals, the player can collect manybuilt-in-IC-chip medals with different values and play the game withmany built-in-IC-chip medals.

[0068] As the result, the desire for collection of medals(built-in-IC-chip medals) is enhanced significantly so as to provide themedal game machine with an enhanced amusement.

[0069] The group used herein is a virtual group (military group) thatcan be operated by the player in the virtual environment etc, providedwith the above-mentioned strategic simulation game. The group iscomposed of a leader and a unit to be descried later. For example, ifthe strategic simulation game adopts the Japanese territory in theWarring State Period as a virtual environment, the above-mentioned groupmay include a military group led by Oda Nobunaga, or Takeda Shingen, orthe like.

[0070] If the strategic simulation game adopts a modern war as a virtualenvironment, the above-mentioned group may include a military force suchas a tank, a battleship, and a battle plane.

[0071] The unit refers to a unit to constitute the above-mentionedgroup. The above-mentioned group is composed of one or more units.

[0072] For example, if above-mentioned group is an army group (ormilitary group) led by Oda Nobunaga, the group is composed of an armyunit led by Hashiba Hideyoshi and Hashiba Hideyoshi himself. If theabove-mentioned group is a military force including tanks, battleshipsand battle planes, the unit configuring the group includes tanks,battleships and battle planes.

[0073] The leader refers to a head of the unit among the above-mentionedunits. For example, if the above-mentioned group is an army group led byOda Nobunaga, the leader is Oda Nobunaga himself.

[0074] The above-mentioned group, unit, and leader may have abilityvalues in various manners, respectively. The ability values varydepending on conditions of the strategic simulation game in progress.Data about the group, unit, and leader may include data about theseability values. Data about the group, unit, and leader are stored in thebuilt-in-IC-chip medal as the initial or the history data of the game.

[0075] One built-in-IC-chip medal may store data about the entire group,or data about one or more units belonging to the group.

[0076] However, one built-in-IC-chip medal preferably stores data aboutone unit belonging to one group.

[0077] In the following explanations, “starting a game” means to start agame using the above-mentioned initial data of the game includes joiningthe game in progress using the above-mentioned initial data of the game.

[0078] On the other hand, “joining a game” means joining a game usingabove-mentioned history data of the game.

[0079] “Stopping a game” means exiting a game temporarily after startingor joining the game. When a plurality of players are playing a game atthe same time, a game played by a player may be suspended temporarily ifthe player stops the game. The other players, however, can play the gamewithout interruption.

[0080] “Resuming a game” means resuming a game after the game beingstopped once. So, unlike the case of joining the game, the player canresume the game only when the game he played is still in progress.

[0081] Other features and advantages of invention will be explained indetail in the following description referring to the drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0082]FIG. 1 is a schematic perspective view of a medal game machineaccording to an embodiment of the present invention.

[0083]FIG. 2A is a schematic plan view of a built-in-IC-chip medalaccording to an embodiment of the present invention.

[0084]FIG. 2B is a cross-sectional view along A-A line in FIG. 2A.

[0085]FIG. 3A is a schematic front view of a built-in-IC-chip medalintegrally configured with an image having a three-dimensional shapeaccording to an embodiment of the present invention.

[0086]FIG. 3B is a schematic perspective view of a built-in-IC-chipmedal shown in FIG. 3A. The medal is set on a built-in-IC-chip medalsetting table installed on a medal gaming machine according to thepresent invention.

[0087]FIG. 4A is a block diagram to show an internal structure of amedal gaming machine shown in FIG. 1.

[0088]FIG. 4B is a block diagram showing an internal structure of asatellite constituting a medal gaming machine.

[0089]FIG. 5 is a schematic perspective view of a built-in-IC-chip-medalinscription machine according to an embodiment of the present invention.

[0090]FIG. 6 is a block diagram showing an internal structure of abuilt-in-IC-chip-medal inscription machine shown in FIG. 5.

[0091]FIG. 7 is a flow chart showing a sub-routine executed to issuebuilt-in-IC-chip medals with a built-in-IC-chip-medal inscriptionmachine.

[0092]FIG. 8A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed in abuilt-in-IC-chip-medal inscription machine.

[0093]FIG. 8B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed in abuilt-in-IC-chip-medal inscription machine.

[0094]FIG. 8C is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed in abuilt-in-IC-chip-medal inscription machine.

[0095]FIG. 9A is a flowchart showing a sub-routine executed whenstarting a new strategic simulation game.

[0096]FIG. 9B is a flow chart following than in FIG. 9A.

[0097]FIG. 10A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal gaming machine.

[0098]FIG. 10B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal gaming machine.

[0099]FIG. 10C is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal gaming machine.

[0100]FIG. 11 is a flowchart showing a sub-routine executed when astrategic simulation game is in progress.

[0101]FIG. 12A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal gaming machine.

[0102]FIG. 12B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal gaming machine.

[0103]FIG. 12C is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal gaming machine.

[0104]FIG. 13A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0105]FIG. 13B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0106]FIG. 14A is a flowchart showing a sub-routine executed whenstarting a fight between a group and another group in a strategicsimulation game.

[0107]FIG. 14B is a flow chart following that in FIG. 14A.

[0108]FIG. 15A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0109]FIG. 15B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0110]FIG. 15C is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0111]FIG. 16A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0112]FIG. 16B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0113]FIG. 16C is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0114]FIG. 17A is a flowchart showing a sub-routine executed whenexecuting a fight between a group and another group in a strategicsimulation game in a medal game machine.

[0115]FIG. 17B is a flow chart following that in FIG. 17A.

[0116]FIG. 18A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0117]FIG. 18B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0118]FIG. 18C is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0119]FIG. 19 is a flowchart showing a sub-routine executed when astrategic simulation game is in progress.

[0120]FIG. 20A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0121]FIG. 20B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0122]FIG. 20C is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0123]FIG. 21A is a flowchart showing a sub-routine executed when astrategic simulation game in a medal game machine is in progress.

[0124]FIG. 21B is a flow chart following that in FIG. 21A.

[0125]FIG. 22A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0126]FIG. 22B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0127]FIG. 22C is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0128]FIG. 23 is a flowchart showing a sub-routine executed when astrategic simulation game is in progress in a medal game machine;

[0129]FIG. 24A is a flowchart showing a sub-routine executed when astrategic simulation game is in progress in a medal game machine.

[0130]FIG. 24B is a flow chart following that in FIG. 24A.

[0131]FIG. 25 is a flowchart showing a sub-routine executed whenresuming a strategic simulation game in a medal game machine.

[0132]FIG. 26A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0133]FIG. 26B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0134]FIG. 26C is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0135]FIG. 27 is a flowchart showing a sub-routine executed for allowinga new group to join a strategic simulation game in progress.

[0136]FIG. 28A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0137]FIG. 28B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0138]FIG. 28C is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0139]FIG. 29 is a sub-routine showing a flow chart executed in a medalgame machine.

[0140]FIG. 30 is a sub-routine showing a flow chart executed in a medalgame machine.

[0141]FIG. 31A is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

[0142]FIG. 31B is a schematic diagram showing an example of an imagedisplayed on a screen of an image display device installed on asatellite of a medal game machine.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENT

[0143] Embodiments according to the present invention will now beexplained referring to the drawings.

[0144] A medal gaming machine to offer a strategic simulation game inwhich a player can enjoy virtual fights and strategies in the warringstate period of Japan as a virtual environment will now be explained. Amedal with a built-in IC chip (refering to “built-in-IC-chip medal,”hereinafter) stores data about one leader or unit constituting a group.

[0145]FIG. 1 is a perspective view schematically showing an embodimentof a medal gaming machine according to the present invention.

[0146] The medal game machine 10, as shown in FIG. 1, comprises a mainbody device 11 composed of a satellite 12 comprising eight unitsincluding four units on the front side and eight units on the back side.Up to eight players can enjoy the strategic simulation game at the sametime by the medal gaming machine 10.

[0147] On the top surface the main body device 11, between four units ofthe satellite 12 and four units of the satellite 12, there suspended alarge display device 13 having a screen 13 a on the front side and theback side respectively.

[0148] The screen 13 a of the large display device 13 displays largeimages of a game and people other than players who play the strategicsimulation game by the satellites 12 can watch the strategic simulationgame played on the medal gaming machine 10. A roof 25 simulating a partof a castle in the warring state period is installed on the upper sideof the large display device 13.

[0149] An image display device 14 (not shown) is installed on eachsatellite 12 constituting a main body device 11. A screen 14 a of theimage display device 14 is exposed on the center of top surface of thesatellite 12. The screen 14 a displays images related to a game inprogress. Screens 14 a of the image display device 14 installed on eachsatellite 12 do not always display the same images. They sometimesdisplay different images depending on progresses.

[0150] A control section 15 constituted of multiple control buttons onthe front side of the screen 14 a of the satellite 12. A player canproceed a game by operating multiple control buttons (the controlsection 15) as watching images displayed on the screen 14 a.

[0151] A medal inlet 16 is installed on the right side of the screen 14a. A medal sensor 120 (not shown) is installed inside the medal inlet16. Medals injected to the medal inlet 16 are detected by the medalsensor 120.

[0152] A medal with built-in IC chip installation unit 20 having fivedepressed portion 19 to which the built-in-IC-chip medal is inserted isinstalled on the left side of the screen 14 a. A connector 19 a (notshown) is installed at the bottom of the depressed portion 19. Theconnector 19 a is connected to information reading/writing device 112installed inside the satellite 12. The information reading/writingdevice 112 can write at least one of initial data of the game andhistory data of the game onto the medal with the built-in IC chipinstalled to the depressed portion 19 via the connector 19 a and read atleast one of initial data of the game and history data of the game fromthe medal with the built-in IC chip (built-in-IC-chip medal).

[0153] So, each player can play the strategic simulation game by usingup to five built-in-IC-chip medals at the same time.

[0154] A speaker 18 is installed on the backside of the screen 14 a.Background music (referred to as “BGM” hereinafter), sound and soundeffect, etc, are output corresponding to the progress of the strategicsimulation game.

[0155] A medal pay outlet 21 and a built-in-IC-chip-medal pay outlet 22are installed at the front side of the satellite 12.

[0156] A hopper 121 and a medal detection part 122 (not shown) areinstalled inside the satellite 12 equipped with the medal pay outlet 21.

[0157] When an instruction to pay out medals via the control section 15is input, medals are paid out from the hopper 121. Paid out medals aredetected by the medal detection part 122. After that, when the medaldetection part 122 detected a predetermined number of medals, payout ofmedals from the hopper 121 are completed.

[0158] The built-in-IC-chip-medal pay outlet 22 is an opening to pay outbuilt-in-IC-chip medals. An information writing device 113 (not shown)that writes data onto the built-in-IC-chip medal and abuilt-in-IC-chip-medal payout device 114 to pay out medals with built-inIC chips with data written by the information writing device 113 fromthe built-in-IC-chip-medal pay outlet 22 are installed inside of insideof the satellite 12 where the built-in-IC-chip-medal pay outlet 22 isprovided.

[0159] Then, the built-in-IC-chip medal used the above-mentioned medalgame machine is explained referring to FIG. 2A, FIG. 2B, FIG. 3A andFIG. 3B.

[0160]FIG. 2A is a plane view schematically showing the above-mentionedbuilt-in-IC-chip medal.

[0161]FIG. 2B is a cross section diagram of A-A line.

[0162] As shown FIG. 2A, a medal with a built-in IC chip(built-in-IC-chip medal) 30 has a substantial circular disc shape. Thereis a decoration (so-called relief) of an armor of warring state periodon the obverse side surface of the built-in-IC-chip medal 30. There is anotch 30 a for positioning at a part of rim part of the built-in-IC-chipmedal 30.

[0163] An IC chip 31 with eight pins 31 a is embedded inside of thebuilt-in-IC-chip medal 30. The IC chip 31 comprises a storage section(not shown) to store initial data of the game and history data of thegame supplied from the medal gaming machine 10.

[0164] As shown in FIG. 2B, eight openings 30 b are installed on thebackside of the built-in-IC-chip medal 30. Eight pins 31 a of the ICchip 31 are exposed in the opening 30 b.

[0165] By inserting the built-in-IC-chip medal 30 into the depressedportion 19 of the built-in-IC-chip medal installation unit 20, theconnector 19 a installed at the bottom of the depressed portion 19 andthe pin 31 a of the IC chip 31 embedded in the built-in-IC-chip medal 30contact to each other.

[0166] As the results, the information reading/writing device 112installed inside of the satellite 12 of the medal gaming machine 10, viathe connector 19 a, can write at least one of initial data of the gameand history data of the game onto the built-in-IC-chip medal 30 and readat least one of initial data and history data of the game out thebuilt-in-IC-chip medal 30.

[0167]FIG. 3A is a front view schematically showing a built-in-IC-chipmedal according to the present invention integrally configured with animage having a three-dimensional shape;

[0168]FIG. 3B is a schematic perspective view of a built-in-IC-chipmedal shown in FIG. 3A being set on a built-in-IC-chip medalinstallation unit installed on a medal gaming machine according to thepresent invention.

[0169] As shown FIG. 3A, in the built-in-IC-chip medal 30, a partincluding the obverse side of surface is inserted and fixed into adepressed portion 32 a formed at the bottom of a mount part 32 of acircular disc shape. A resins figure 33 mocking an appearance of amilitary commander of in the warring state period is fixed. Thebuilt-in-IC-chip medal 30 is integrally configured with the figure 33.

[0170] In addition, the figure 33 is mocking an appearance of acharacter (unit) appearing in a strategic simulation game offered in themedal gaming machine 10.

[0171] As shown in FIG. 3B, five depressed portions 19 havingsubstantially circular shape are installed in the built-in-IC-chip medalinstallation unit 20 installed in the medal gaming machine 10. Asmentioned above, the connector 19 a is connected to the informationreading/writing device 112 installed inside the satellite 12.

[0172] There is the notch 30 a for positioning at a part of rim part ofthe built-in-IC-chip medal 30. By installing the built-in-IC-chip medal30 onto the depressed portion 19 so that a projection 19 b is engagedwith the notch 30 a formed on the built-in-IC-chip medal 30, eight metalterminals equipped on the connector 19 a are inserted into the eightopenings 30 b installed at the bottom of the built-in-IC-chip medal 30.

[0173] As the results, the pin 31 a of the IC chip 31 exposed in theopenings 30 b and the metal terminal are contacted to each other, theinformation reading/writing device 112 installed inside of the satellite12 of the medal gaming machine 10, via the connector 19 a, can write atleast one of initial data of the game and history data of the game ontothe built-in-IC-chip medal 30 and read at least one of initial data ofthe game and history data of the game out the built-in-IC-chip medal 30.

[0174] Next, an internal structure of the medal gaming machine accordingto the present invention will now be explained.

[0175]FIG. 4A is a block diagram to show an internal structure of themedal gaming machine 10 shown in FIG. 1 and FIG. 4B is a block diagramshowing an internal structure of the satellite 12 constituting the medalgaming machine 10.

[0176] As shown in FIG. 4A, the medal gaming machine 10 is composed of aCPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM(Random Access Memory) 103 and a main control unit 100 including a flashmemory 104 and, eight units of the satellite 12 and, the large displaydevice 13. Some of eight units are not shown.

[0177] The CPU 101 performs each processing based on input signalssupplied from the satellite 12, data or program stored on the ROM 102,the RAM 103, and the flash memory 104.

[0178] Based on the results, it transmits instruction signals to thesatellite 12, primarily controls each satellite 12 and proceeds thestrategic simulation game.

[0179] The CPU 101 comprises a DSP (Digital Signal Processor), and isconfigured in such a manner that it can execute each processing based oninput signals supplied from the satellite 12, data or program stored onthe ROM 102, the RAM 103 and the flash memory 104 at a high speed.

[0180] The ROM 102 is, for example, configured by a semiconductor memoryetc, stores a program to realize a basic function of the medal gamingmachine, a program to proceed the strategic simulation game, a programto primarily control each satellite 12 and stores various types ofimages data to be displayed on the screen 13 a of the large displaydevice 13 and data about ability values of a unit constituting a group.

[0181] The RAM 103 temporarily stores initial data of the game andhistory data of the game supplied from each satellite 12 and data aboutresults of processing executed by the CPU 101. Above-mentioned initialdata of the game and history data of the game include data about groupsand a leader and units constituting a group. The flash memory 104 storesdata about players who play a game at each satellite 12 (for example,game stopping data etc,). The flash memory 104 may store data stored bythe RAM 103. The RAM 103 may store data stored by the flash memory 104.The flash memory 104 is not necessarily installed in the medal gamingmachine 10.

[0182] The VDP (Video Digital Processor) 105 and a frame buffer 106 areconnected to the CPU 101. Further, the large display device 13 isconnected to the main control unit 100 (CPU 101).

[0183] The VDP 105 reads out required images data from the ROM 102according to the draw instructions from the CPU 101 and generatescomposite image data in the frame buffer 106 based on images data. A 3Dgraphic accelerator may be built in the VDP 105. It is possible toperform processing to generate composite image data with the 3D graphicaccelerator at a high speed.

[0184] The frame buffer 106 is a memory in which composite image data isgenerated by the VDP 105. The above-mentioned composite image data isoutput to the large display device 13 by the VDP 105. Generally, theframe buffer 106 is configured with a dual port RAM that can performinput of image data from the VDP 105 and output of composite image datato the large display device 13 at the same time.

[0185] The large display device 13 displays the composite image datagenerated by the VDP 105 at the frame buffer 106 on the screen 13 a.

[0186] The large display device 13 displays the same images as displayedon the screen 14 a of each satellite 12 and images different from thescreen 14 a.

[0187] The satellite 12 connected to CPU 101 of the main control unit100 will now be explained.

[0188] As shown in FIG. 4B, each satellite 12 is configured of a controlunit 130 and its peripherals.

[0189] The control unit 130 is composed of a CPU 131, a ROM 132, a RAM133 and a flash memory 138, further comprising a SPU (Sound ProcessingUnit) 134, a sound buffer 135, a VDP 136 and a frame buffer 137.

[0190] The CPU 131 executes various types of processing based on inputsignals supplied from control section 15 responding to operations ofplayers being input, data and program stored on the ROM 132, the RAM 133and flash memory 138, transmits results to the CPU 101 ofabove-mentioned main control unit 100.

[0191] On the other hand, the CPU 131 receives instruction signals fromthe CPU 101, controls peripherals constituting the satellite 12,proceeds the strategic simulation game in the satellite 12.

[0192] The CPU 131, depending on contents of processing, executesvarious types of processing based on input signals supplied from thecontrol section 15 responding to operations of players being input, dataand program stored on the ROM 132, the RAM 133 and the flash memory 138,and based on the results, controls peripherals constituting thesatellite 12 and proceeds the strategic simulation game in the satellite12. A method to execute processing is selected from the two methods byprocessing depending on the contents of processing.

[0193] Further, the CPU 131 comprises a processor that performscomputing processing such as matrix, vector etc, about generation of theimage data as a coprocessor, and transmits results of computingprocessing to the VDP 136 to be descried as a draw instruction.

[0194] The ROM 132 stores a program to realize basic functions ofsatellites, a program required for performing the strategic simulationgame, the image data, BGM such as PCM (Pulse Code Modulation) data etc,sound and sound effects.

[0195] The RAM 133 stores, for example, initial data of the game andhistory data of the game read out the built-in-IC-chip medal 30,further, stores data supplied from the CPU 101 and data about processingexecuted by CPU 131. The flash memory 138 stores data about players whoplay a game at each satellite 12 (for example, game stopping data etc).

[0196] The SPU 134, for example, is a sub-processor containing the PCMsound source device etc, controlled by the CPU 131.

[0197] The CPU 131 selects and reads required sound data out sound datastored in the ROM 132 and transfer them to the sound buffer 135. The SPU134 generates, for example, sound signals to generate BGM, sound, soundeffect, etc, based on the above-mentioned sound data stored on the soundbuffer 135, and transmits the sound signals to the speaker 18. As theresults, a sound based on the above-mentioned sound data is output fromthe speaker 18.

[0198] The VDP 136 reads out required images data from the ROM 132according to the draw instructions from the CPU 131 and generatescomposite image data in the frame buffer 137 based on images data. The3D graphic accelerator may be built in the VDP 136. It is possible toperform processing to generate composite image data with the 3D graphicaccelerator at a high speed.

[0199] The frame buffer 137 is a memory in which composite image data isgenerated by the VDP 136. The above-mentioned composite image data isoutput to the image display device 14 by the VDP 136. Generally, theframe buffer 137 is configured with a dual port RAM that can performinput of image data from the VDP 106 and output of composite image datato the image display device 14 at the same time.

[0200] The control section 15 to input operations by players, the medalsensor 120 to detect inlet to the medal inlet 16, the hopper 121 to payout medals, the medal detection part 122 to detect medals paid out bythe hopper are connected to the above-mentioned control unit 130 (CPU131).

[0201] The control section 15 comprises multiple control buttons. When apredetermined instruction is input with control buttons operated byplayers, instruction signals corresponding to the indication aresupplied to the CPU 131. The CPU 131 executes various types ofprocessing based on input signals supplied from control section 15responding to operations of players being input, data and program storedon the ROM 132, the RAM 133 and the flash memory 138.

[0202] When the medal sensor 120 detects medals injected to the medalinlet 16, transmits the detection signals to the CPU 131. The CPU 131,received the above-mentioned detection signals updates (increment) andstores the point number stored on the RAM133.

[0203] For example, when 10 points as points are stored in the RAM 133,if three medals are injected to the medal inlet 16, the medal sensor 120detects a medal three times, transmits a detection signal three times tothe CPU 131. Each time CPU 131 receives the detection signal, it addsone point to the points stored in the RAM 133. As the results, 13 pointsare stored in the RAM 133.

[0204] The hopper 121 is driven by an instruction signal responding toan operation to pay out medals as points generated from the CPU 131 ofcontrol section 15, and performs processing to pay out medals.

[0205] The medal detection part 122, when detecting a medal paid outfrom the hopper 121, transmits a detection signal to the CPU 131. theCPU 131 stores the fact of receipt of a detection signal on the RAM 133each time it receives a detection signal, if it judged the times ofreceipt of a detection signal reached a predetermined times, transmitsan instruction signal to stop a payout of medals to the hopper 121

[0206] The information reading/writing device 112 is connected to theabove-mentioned control unit 130 (The CPU 131). The informationreading/writing device 112,

[0207] Through the built-in-IC-chip medal 30 installed in the depressedportion 19 of the built-in-IC-chip-medal installation unit 20 via theconnector 19 a, writes at least one of initial data of the game andhistory data of the game onto the built-in-IC-chip medal 30 and reads atleast one of initial data and history data of the game from thebuilt-in-IC-chip medal.

[0208] In other words, the information reading/writing device 112performs processing to recognize the built-in-IC-chip medal 30 installedin the depressed portion 19 responding to receipt of a instructionsignal from CPU 131. If it recognizes the installation of thebuilt-in-IC-chip medal 30, it reads at least one of initial data of thegame and history data of the game out the built-in-IC-chip medal 30. Theread data is stored in the RAM 133 or the flash memory 138 by the CPU131.

[0209] The information reading/writing device 113 and thebuilt-in-IC-chip-medal payout device 114 are connected to control unit130 (CPU 131).

[0210] The information reading/writing device 113 performs processing towrite data about a unit onto the built-in-IC-chip medal 30 contained ina predetermined area of the satellite 12 when receiving an instructionsignal generated from the CPU 131 corresponding to predeterminedconditions fulfilled during the strategic simulation game in progress.

[0211] The built-in-IC-chip medal payout device 114 performs processingto payout built-in-IC-chip medals 30 in which data about a unit iswritten from the built-in-IC-chip medal pay outlet 22 corresponding toan instruction signal received from the CPU 131.

[0212] Further, the image display device 14 and the speaker 18 areconnected to the control unit 130 (CPU 131).

[0213] The image display device 14 displays composite image datagenerated on the frame buffer 137 by the VDP 136 on the screen 14 a. Thespeaker 18 receives sound signals generated by the SPU 134 and outputssounds based on the sound signals. The strategic simulation gameproceeds by the images displayed on the screen 14 a or sound output fromthe speaker 18.

[0214] A player can proceed a game by operating the control section 15as watching images displayed on the screen 14 a and listening to thesound output by the speaker 18.

[0215] Medals with built-in IC chips used in the above-mentioned medalgaming machine are issued by the built-in-IC-chip medal inscriptionmachine installed in a game hall.

[0216] Then, the built-in-IC-chip medal inscription machine to issue thebuilt-in-IC-chip medal according to the present invention will now beexplained.

[0217]FIG. 5 is a perspective view schematically showing an embodimentof a built-in-IC-chip medal inscription machine according to the presentinvention.

[0218] A built-in-IC-chip medal inscription machine 40 comprises a mainbody device 41 composed of a control section 45 and an image displaydevice 47, a roof 49 installed at the upper side of main body device 41.

[0219] The control section 45 composed of multiple control buttons and amedal inlet 48 are provided at the front side of the main body device41. A player can inject medals into the medal inlet 48 and operate thecontrol section 45 to obtain built-in-IC-chip medals 30 from thebuilt-in-IC-chip medal inscription machine 40.

[0220] A medal sensor 320 (not shown) is installed inside of the medalinlet 48. Medals injected into the medal inlet 48 is detected by themedal sensor 320.

[0221] A built-in-IC-chip medal pay outlet 46 is installed at the frontside of the main body device 41.

[0222] Built-in-IC-chip Medals with initial data of the game stored arepaid out from the built-in-IC-chip medal pay outlet 46.

[0223] Though they are not shown in the drawing, multiplebuilt-in-IC-chip medals (not shown) are contained inside of the mainbody device 41. Further, an information reading/writing device 312 and abuilt-in-IC-chip medal payout device 315 to pay out built-in-IC-chipmedals in which initial data of the game are written are installedinside of the main body device 41.

[0224] The image display device 47 having a screen 47 a is installed atthe substantial center part of a main body device 41. For example,images to prompt an input of an instruction required for issuingbuilt-in-IC-chip medals are displayed on the screen 47 a by operatingthe control section 45 or injecting medals into the medal inlet 48. Twospeakers 43 are installed at the back side of the screen 47 a. Forexample, sounds to prompt an input of an instruction required forissuing built-in-IC-chip medals, BGM, sound effect are output.

[0225]FIG. 6 is a block diagram showing an internal structure of thebuilt-in-IC-chip medal inscription machine 40 shown in FIG. 5.

[0226] The built-in-IC-chip medal inscription machine 40 according tothe present invention is composed of a control unit 300 and itsperipherals.

[0227] A control unit 300 is composed of a CPU 301, a ROM 302, a RAM303, and a flash memory 308, further, comprising an SPU 304 and a soundbuffer 305 and, a VDP 306 and a frame buffer 307.

[0228] The CPU 301 controls peripherals constituting thebuilt-in-IC-chip medal inscription machine 40 to perform processing ofissuing built-in-IC-chip medals based on instruction signals suppliedfrom the control section 45 corresponding to instructions input by aplayer and the data and program stored in the ROM 302, the RAM 303 andthe flash memory 308.

[0229] The CPU 301 comprises a processor that performs computingprocessing such as matrix, vector etc, about generation of image data asa coprocessor, and transmits results of computing processing to the VDP306 to be descried as a draw instruction.

[0230] The ROM 302, for example, is configured with a semiconductormemory, stores a program for realizing basic functions of thebuilt-in-IC-chip medal inscription machine, a program required for aprocess to issue built-in-IC-chip medals, the image data and the PCMdata as the sound data for BGM, the sound and the sound effect.

[0231] The RAM 303, for example, is composed of a semiconductor memoryetc, temporarily stores data and programs required for processing.

[0232] The flash memory 308 stores data (identify information) abouteach player received IC issuance of built-in-IC-chip medals.

[0233] For example, a battery backup RAM may be installed instead of theflash memory.

[0234] The SPU 304, for example, is a sub-processor containing a PCMsound source device etc, controlled by the CPU 301.

[0235] The VDP 306 reads out required images data from the ROM 132according to the draw instructions from the CPU 301 and generatescomposite image data in the frame buffer 307 based on images data.

[0236] The frame buffer 307 is a memory in which composite image data isgenerated by the VDP 306. The above-mentioned composite image data isoutput to the image display device 47 by the VDP 306. Generally, theframe buffer 307 is configured with a dual port RAM that can performinput of image data from the VDP 306 and output of composite image datato the image display device 47 at the same time.

[0237] The control section 45 to which an instruction of a player isinput and the medal sensor 320 detects medals injected to the medalinlet 48 are connected to the above-mentioned control unit 300 (CPU301).

[0238] When an instruction of a player is input by a button constitutingthe control section 45, an instruction signal corresponding to theinstruction signal is supplied to the CPU 301. The CPU 301 proceeds aprocess of issuance of built-in-IC-chip medals based on the instructionsignal.

[0239] The medal sensor 320, when detecting a medal injected into themedal inlet 48, transmits a detection signal to the CPU 301. The CPU 301that received the above-mentioned detection signal, adds cumulatively 1point to the point stored in the RAM 303 or the flash memory 308.

[0240] Further, the built-in-IC-chip medal payout device 315 to pay outbuilt-in-IC-chip medals in which initial data of the game are writtenare installed inside of the main body device 41.

[0241] The above-mentioned control unit 300 (CPU 301) comprises theinformation reading/writing device 312 to write initial data of the gameinto the built-in-IC-chip medal contained in a predetermined region ofthe main body device 41 and the built-in-IC-chip medal payout device315.

[0242] The information reading/writing device 312 performs a process towrite the initial data of the game stored in the ROM 302, the RAM 303and the flash memory 308 into the built-in-IC-chip medal by aninstruction signal from CPU 301.

[0243] The built-in-IC-chip medal payout device 315 performs a processto payout the built-in-IC-chip medal on which initial data of the gameis written by an instruction signal from CPU 301 from thebuilt-in-IC-chip medal pay outlet 46.

[0244] Further, the image display device 47 and, the speaker 43 areconnected to the above-mentioned control unit 300 (CPU 301).

[0245] The image display device 47 displays composite image datagenerated on the frame buffer 307 by the VDP 306 on the screen 47 a. Thespeaker 43 receives sound signals generated by SPU 304 and outputssounds based on the sound signals. An input of an instruction requiredfor issuing built-in-IC-chip medals is prompted by images displayed onthe screen 47 a and sounds output by the speaker 43.

[0246] A player can proceed a process such as issuance ofbuilt-in-IC-chip medals by operating the control section 45 according tothe procedure indicated by the images displayed on the screen 47 a andsounds output by the speaker 43.

[0247] Methods for a player to play the strategic simulation game withabove-mentioned medal gaming machine at a game hall will now beexplained.

[0248] Methods for a player to play the strategic simulation game withabove-mentioned medal gaming machine at a game hall include methodsincluding the six steps [1] to [6].

[0249] [1] is a step to receive issuance of built-in-IC-chip medals froma built-in-IC-chip medal inscription machine using medals.

[0250] [2] is a step to start a strategic simulation game using issuedbuilt-in-IC-chip medals with a medal gaming machine.

[0251] [3] is a step to proceed a strategic simulation game.

[0252] [4] is a step to stop a strategic simulation game in progress.

[0253] [5] is a step to resume a strategic simulation game stopped.

[0254] [6] is a step to join a strategic simulation game in progress.

[0255] Each steps of [1] to [6] mentioned above will now be explainedreferring to drawings.

[0256] In the flow charts shown below, explanations are omitted exceptspecially required.

[0257] Background music (referred to as “BGM” hereinafter), the soundand the sound effect, etc, are output corresponding to the progress ofthe strategic simulation game.

[0258] When a sub-routine shown in each flow chart is being executed inthe medal gaming machine, images corresponding to progress of thestrategic simulation game are displayed on the screen 13 a of the largedisplay device 13 and the screen 14 a of the image display device 14installed at each satellite 12, and the BGM, the sound, the sound effectare output from the speaker 18 installed at the satellite 12 in anappropriate manner.

[0259] This is the same as the built-in-IC-chip medal inscriptionmachine. When a sub-routine shown in a flow chart is being executed,images corresponding to progress of a process are displayed on thescreen 47 a of the image display device 47. The BGM, the sound and thesound effect are output from the speaker 43.

[0260] [1] A step to receive issuance of built-in-IC-chip medals from abuilt-in-IC-chip medal inscription machine using medals

[0261] A player who came to a game hall should buy multiple numbers ofmedals from a medal inscription machine in order to play a strategicsimulation game with a medal gaming machine according to the presentinvention, then, have built-in-IC-chip medals issued from thebuilt-in-IC-chip medal inscription machine.

[0262]FIG. 7 is a flow chart showing a sub-routine executed to issuebuilt-in-IC-chip medals in the built-in-IC-chip medal inscriptionmachine 40. This sub-routine is executed by being called from the mainroutine executed in the built-in-IC-chip medal inscription machine 40 inan predetermined timing.

[0263] The CPU 301 judges whether a medal is injected (step S101). Inother words, the CPU 301 judges whether a detection signal generatedfrom 320 is received or not by detecting a medal inlet to the medalinlet 48.

[0264] If CPU 301 judged a medal is inlet, it stores the number ofmedals as points in the RAM 303 (step S102).

[0265] If CPU 301 judged medals are not injected in step S101, or, aprocess of S102 is executed, the CPU 301 judges whether a predeterminednumber of medals is injected (step S103). In other words, the CPU 301compares the number of points stored in the RAM 303 and thepredetermined number of points (for example, 10 points) and if thenumber of points stored in the RAM 303 reached the predetermined numberof points, it considers that a predetermined number of medals have beeninjected.

[0266] If it judged that a predetermined number of medals have not beeninjected, it returns the process to the step S101.

[0267] On the other hand, if the CPU 301 judged a predetermined numberof medals has been injected, it performs ID code allocation processing(step S104). The ID code allocation processing is a processing to allotan ID code or check code to a player. The ID code is a code to beallotted to a player one by one. It is set so that the ID code is reusedby other players. A check code is an error detection code (having thesame function as the so-called check digits) that is prepared by, forexample, the above-mentioned ID code or current date. It is used tojudge whether data stored on the built-in-IC-chip medal 30 are falsifiedin an unauthorized manner.

[0268] Then, personal information input processing is executed (stepS105). This personal information input processing, for example, promptsa player to input personal information of the player (for example, name)by displaying specific images on the screen 47 a of the image displaydevice 47 or outputting specific sounds from the speaker 43. If personalinformation of a player is input, the personal information is stored onthe RAM 303 or the flash memory 308.

[0269] The ID codes allocated in the above-mentioned step S104, andpersonal information input in step S108 are used as initial data of thegame to start a strategic simulation game in the medal gaming machine10.

[0270] Then, the CPU 301 transmits instruction signals to theinformation reading/writing device 312 and performs processing to writeidentification information and information about point stored in the RAM303 and the flash memory 308, in other words, initial data of the gameto a built-in-IC-chip medal (step S106).

[0271] Then, the CPU 301 drives the built-in-IC-chip medal payout device315 by transmitting an instruction signal to the built-in-IC-chip medalpayout device 315, issues built-in-IC-chip medals from thebuilt-in-IC-chip medal pay outlet 46 and exits this sub-routine (stepS107).

[0272]FIG. 8A to FIG. 8C are drawings schematically showing examples ofimages displayed on the screen 47 a of the image display device 47installed in the built-in-IC-chip medal inscription machine 40 when thesub-routine shown in FIG. 7 is executed.

[0273] The image shown in FIG. 8A is an image to prompt a player toinject medals.

[0274] This images is a image displayed when a process of sub-routinesteps S101 to S103 shown in FIG. 7 are being executed.

[0275] An image of “medal memory robo” that is a name of thebuilt-in-IC-chip medal inscription machine 40 is displayed at the upperside the screen 47 a. At the lower side of the image, an image to showan operation procedure “Insert 10 medals” is displayed. At the lowerside of it, a display “five more medals” to show the required number ofmedals is displayed.

[0276] When an image shown in FIG. 8A is displayed, a player can proceeda process of issuance of built-in-IC-chip medals by injecting ten medalsinto the medal inlet 48.

[0277] An image shown FIG. 8B is displayed on the screen 47 a when tenmedals are injected to the medal inlet 48, after that, process of stepS105 is performed.

[0278] An image shown in FIG. 8B is an image to prompt a player to inputpersonal information (name of a player).

[0279] An image to show an operational procedure “Input your name witheight or less letters.” is displayed at the upper side of the screen 47a. At the lower side, there is a column to input “name (name of aplayer)”. A list of alphabet is displayed at the lower left side of thecolumn to input a “name”. At the right side of the list of alphabet,options to select a type of characters for inputting a name such as“upper case letter”, “lowercase letter” and an image to show an option“Enter” to confirm a name of a player who input are displayed.

[0280] When an image shown in FIG. 8B is displayed, a player can inputpersonal information by operating the control section 45 according tothe operational procedure show by the images.

[0281] Then, steps S106 and S107 are performed. An image shown in FIG.8C is displayed in the screen 37 a.

[0282] The image shown in FIG. 8C is an image to prompt a player to waitfor completion of issuance of built-in-IC-chip medals.

[0283] At the upper side of the screen 47 a, the image of “medal memoryrobo” is shown as FIG. 8A. Under the image of “MEDAL MEMORY ROBO”,“Medal memory is being issued” to show the status of the current processis displayed. Further, an image “Please wait for a moment” to prompt aplayer to wait for completion of issuance of built-in-IC-chip medals aredisplayed.

[0284] Built-in-IC-chip medals in which initial data of the game isstored are issued when a predetermined time has passed after the imageshown in FIG. 8C is displayed.

[0285] [2] A Step to Start a Strategic Simulation Game Using IssuedBuilt-in-IC-chip Medals with a Medal Gaming Machine

[0286] A player who received issuance of built-in-IC-chip medals inwhich initial data of the game is stored starts a strategic simulationgame using built-in-IC-chip medals in a medal gaming machine.

[0287] A player who played a game in the past and has built-in-IC-chipmedals in which history data of the game is stored can join a strategicsimulation game using built-in-IC-chip medals in the medal gamingmachine.

[0288]FIG. 9A is a flowchart showing a sub-routine executed whenstarting a new strategic simulation game in the main control unit 100 ofthe medal gaming machine 10. This sub-routine is executed by beingcalled from the control program to control the strategic simulation gamein medal gaming machine 10 in a predetermined timing.

[0289] First, the CPU 101 judges whether the built-in-IC-chip medal 30has been set (step S111). In other words, CPU 101 judges whether arecognition signal showing setting of the built-in-IC-chip medal 30 hasbeen received from CPU 131 of the control unit 130 installed at thesatellite 12.

[0290] The recognition signal is a signal generated from the informationreading/writing device 112 corresponding to the built-in-IC-chip medal30 set to the depressed portion 19 of the built-in-IC-chip medalinstallation unit 20 installed at the satellite 12 mentioned above.

[0291] If it considers the built-in-IC-chip medal 30 has not been set tothe depressed portion 19 of the built-in-IC-chip medal installation unit20 installed at the satellite 12, this sub-routine is exited.

[0292] In the step S111, if the built-in-IC-chip medal is judged to beset on the depressed portion 19 of the built-in-IC-chip medalinstallation unit 20 installed at the satellite 12, the CPU 101 performsdata reading process to read data stored in the built-in-IC-chip medal(step S112).

[0293] In this data reading process, the CPU 101 transmits aninstruction signal to read the data stored in the built-in-IC-chip medalto the CPU 131 of the control unit 130 installed in the satellite 12mentioned above. On the other hand, the CPU 131 of the control unit 130installed in the satellite 12 mentioned above, when receiving aninstruction signal mentioned above, drives the informationreading/writing device 112, performs a process to read the data storedin the built-in-IC-chip medal and store the read data on the RAM 133 orthe flash memory 138.

[0294] Further, the CPU 101 obtains the data stored in the RAM 133 orthe flash memory 138 of the control unit 130 installed in the satellite12 mentioned above and performs a process to store the data on the RAM103 or the flash memory 104.

[0295] At this time, the main control unit 100, the control unit 130 andthe information reading/writing device 112 installed in the satellite 12function as data reading/writing means and reads at least one of initialdata of the game and history data of the game.

[0296] Then, the CPU 101 judges whether the ID code, the check code andpersonal information (referred to as “ID code etc” hereinafter) includedin the read data are appropriate (step S113). This judgment is performedby the functions of check code, etc. If the ID code etc, is notappropriate, as the read data is unauthorized, an announcementindicating unauthorized data being input is carried out (step S114). Thedata read in step S112 is deleted and this sub-routine is exited. Anannouncement of unauthorized data being input can be carried out, forexample, by displaying a specific image indicating a warning“unauthorized data input” on the screen 14 a of the image display device14.

[0297] If the data read in S113 is judged as appropriate, the CPU 101performs a process to compare the ID code, etc included in the read dataand the ID code, etc stored in the RAM 103 or the flash memory 104before performing a process S112 (step S115) and judges whether the IDcode, etc included in the read data coincides with the ID code, etcstored in the RAM 103 or the flash memory 104 before performing aprocess S112 (step S116).

[0298] The ID code, etc stored in the RAM 103 or the flash memory 104before performing a process S112 is data included in the history data ofthe game including initial data of the game and game stopping data.

[0299] If there is no ID code, etc stored in the RAM 103 or the flashmemory 104 before performing a process S112, without performing aprocess of step S115, in the step S116 the ID code, etc included in theread data is considered not to coincide with the ID code, etc storedbefore performing a process S112.

[0300] In the step S116, the ID code, etc included in the read data isjudged to coincide with the ID code, etc stored in the RAM 103 or theflash memory 104 before performing a process S112 (step S115), then,whether the ID code, etc included in the read data is included in thegame stopping data is judged (step S123). The game stopping data is datastored in the RAM 103 or the flash memory 104 when stopping thestrategic simulation game.

[0301] In the step S116, if the ID code, etc included in the read datais judged to coincide with the ID code, etc stored and in the step 123,the ID code, etc included in the read data is judged to be included inthe game stopping data, it means there is a strategic simulation gamecurrently played, the strategic simulation game currently played wasbeing played in the past, and the history data of the game is stored inthe built-in-IC-chip medal. The CPU 101 performs a game resuming process(step S117) to be descried and exits this sub-routine. As the results, aplayer can resume the strategic simulation game stopped to play a game.

[0302] A detailed game resuming process will be explained referring todrawings later.

[0303] In the step S116, if the ID code, etc included in the read datais judged to coincide with the ID code, etc stored and in the step 123,the ID code, etc included in the read data is judged to be included inthe game stopping data, it means that the data about the unit as thegame stopping data is stored in the built-in-IC-chip medal, and the dataabout the unit is the data about the unit belonging to a group appearingin the strategic simulation game currently played. The CPU 101 performsa process to add the data about a group stored in the RAM 103 or theflash memory 104 with the data about the unit (step S124). Then, the CPU101 proceeds the strategic simulation game by adding a new unit to theunit constituting the above-mentioned group.

[0304] On the other hand, in the step S116, if the read ID code etc, isjudged not to coincide with stored ID code, etc, step S115 judgeswhether the read data is the initial data of the game (step S118). Ifthe read data is judged not to be initial data of the game, the readdata is history data of the game and the CPU 101 performs a game joiningprocess to be descried (step S119) and exits this sub-routine.

[0305] As the results, a player can join the strategic simulation gamecurrently in progress using the history data of the game. If there is nostrategic simulation game currently in progress a player can start a newstrategic simulation game using the history data of the game. A detailedgame joining process will be explained referring to drawings later.

[0306] In the step S118, if the read data is judged to be the initialdata of the game, the CPU 101 transmits an instruction signal to displaya group selection image to prompt a player to select a group, etc to theCPU 131 of the control unit 130 installed on the satellite 12 mentionedabove (step S120).

[0307] On the other hand, the CPU 131, when receiving theabove-mentioned instruction, performs a process to display a groupselection image on the screen 14 a of the image display device 14 a. Inother words, the VDP 136 reads out required image data from the imagedata stored in the ROM 132 by the draw instruction from the CPU 131 andgenerates composite image data and write it in the frame buffer 137.After that, the composite image data written into the frame buffer 137is transmitted to the image display device 14, group etc, selectionimages is displayed on the screen 14. This group etc, selection image isan image to prompt a player to select a group (leader of a group)operated by the player. This group etc, selection image includes, forexample, data about a group to be selected. So, if there is a strategicsimulation game in progress, a group appearing in the above-mentionedstrategic simulation game is not included in the above-mentioned groupetc, selection images.

[0308] This is the same as a group included in the game stopping datastored in the RAM103 or the flash memory 104.

[0309] The group etc, selection images will be explained later referringto drawings.

[0310] Then, the CPU 101 judges whether a group etc, has been selected(step S121). If it judged no group etc, has been selected, it returnsthe process to the S120.

[0311] On the other hand, if the CPU 101 judged the group etc, has beenselected, it performs initialization processing (step S122) and exit thesub-routine so that a strategic will be started by the group etc.selected.

[0312] As the results, a player can start a new strategic simulationgame using a initial data of the game. If there is a strategicsimulation game currently in progress, a player can join a strategicsimulation game currently in progress using initial data of the game.

[0313]FIGS. 10A to 10C are diagrams schematically showing an example ofan image displayed on the screen 14 a of the image display device 14installed on the satellite 12 of No.1 when a sub-routine shown in FIG.9A and FIG. 9B is being executed.

[0314] An image shown in FIG. 10A is a so-called title screen to promptplayer to set the built-in-IC-chip medal, that is an image displayed nostrategic simulation game is played in the No.1 satellite mentionedabove.

[0315] At the center part of the screen 14 a, an image showing “thewarring state period” that is the name of the strategic simulation gameplayed in the medal gaming machine 10. At the lower side of image, animage “Set medal memory” showing an operational procedure is displayed.

[0316] At this time, a player can play a strategic simulation game bysetting a built-in-IC-chip medal into the depressed portion 19 equippedat the built-in-IC-chip medal installation unit 20 of the satellite 12according to the operational procedure shown by images.

[0317] In the example of a strategic simulation game, “Oda Nobunaga”,“Hashiba Hideyoshi”, “Takenaka Hanbee”, “Shibata Katsuie”, “MaedaToshiie”, “Takigawa Kazumasu”, “Saitoh Dohsan” are historical charactersrespectively in the Japanese warring state period, and names ofcharacters in the strategic simulation game. “Owari” and “Mino” are thenames of places appearing on the strategic simulation game.

[0318] If the built-in-IC-chip medal has not been set into the depressedportion 19 of the built-in-IC-chip medal installation unit 20 installedat the satellite 12 for a predetermined period of time after the imageshown in FIG. 10A is displayed, an image shown in FIG. 10B is displayedinstead of an image showing the name of the above-mentioned strategicsimulation game.

[0319]FIG. 10B is a diagram schematically showing a demonstration imagedisplayed introducing the contents of the strategic simulation game.

[0320] An image in which a unit “Hashiba Hideyoshi” belonging to No.1group “Oda army” and, a unit “Takenaka Hanbee” belonging to other group“Saitoh army” are fighting each other is displayed on the screen 14 a.At the center part the screen 14 a, an image “DEMO” indicating that theimage shown in the FIG. 10B is a demonstration image is displayed.

[0321] Images shown in FIG. 10A and FIG. 10B are displayed on the screen14 a of the image display device 14 on the No.1 satellite 12 until abuilt-in-IC-chip medal is installed at the depressed portion 19 at thebuilt-in-IC-chip medal installation unit 20 on the No.1 satellite 12.That is the same in other satellite 12.

[0322] If a built-in-IC-chip medal is installed at the depressed portion19 at the built-in-IC-chip medal installation unit 20 on the No.1satellite 12, no title screen or demonstration screen is no longerdisplayed on the screen 14 a of the image display device 14 equipped atthe No.1 satellite 12. Instead, a group, etc selection image as shown inFIG. 10C is displayed. At this time, a title screen or demonstrationscreen are being displayed on the screen 14 a of the image displaydevice 14 equipped at the other satellite 12 where a title screen ordemonstration screen is displayed.

[0323]FIG. 10C is a diagram schematically showing an example of group,etc selection image displayed on the screen 14 a of the image displaydevice 14 installed on the No.1 satellite 12 of a medal gaming machinewhen a step S120 of a sub-routine shown in FIG. 9B is executed. An imageto indicate an operational procedure “Select a military commander” isbeing displayed at the upper side of the screen 14 a. Under the image,an image indicating names and ability values of multiple groups that canbe selected by a player are displayed (for example, “politics”,“culture”, “combat”, “allurement” etc are digitalized). In the imageshown in FIG. 10C, “Oda Nobunaga” is selected.

[0324] At the lower side of the screen 14 a, an image “Oda Nobunaga, OK?” to prompt a player to confirm is displayed. Further, an imageindicating options “(Y/N)” is displayed. At this time, if “Y” isselected, a group having “Oda Nobunaga” as a leader is selected to setthe initial setting in the step S122. And a strategic simulation gamestarts.

[0325] [3] A Step to Proceed a Strategic Simulation Game

[0326] When a image shown in FIG. 10C is displayed, if an instruction toselect a group is input, an initialization processing is executed in thestep S122 of the sub-routine shown in FIG. 9B, after that, a strategicsimulation game proceeds.

[0327] The strategic simulation game offered by the present invention ofthe medal gaming machine is not particularly limited. However, itpreferably includes a training mode where a player breeds and enhances agroup that he operates, and a combat mode where players make their owngroup that were bred and enhanced fight with each other to proceed agame.

[0328] For example, a training mode is preferably constructed so that aplayer can collect built-in-IC-chip medals in which data about the unitsis stored to increase the number of unit belonging to a group, enhancethe ability value of each unit, further, a combat mode is preferablyconstructed so that players can make units fight with each other, inorder to make players have attachment to the medals (medals withbuilt-in IC chips), further enhance the desire for collecting medals(medals with built-in IC chips) and arouse a spirit of competition amongplayers, making players get involved in a game.

[0329] An embodiment where a strategic simulation game that is providedby the medal gaming machine according to the present invention has adevelopment mode and fight mode will now be explained.

[0330]FIG. 11 is a flow chart showing a sub-routine executed in order tochange the point number in the control unit 130 of No.1 satellite 12(referred to as “satellite A”). This sub-routine is repeatedly executedwhen a strategic simulation game that is in progress at a satellite A isin the training mode in a predetermined timing.

[0331] First, the CPU 131 of a control unit 130 at the satellite Ajudges whether a medal was injected to the medal inlet 16 (step S130).In other words, the CPU 131 judges whether a detection signal has beenreceived from the medal sensor 120.

[0332] If it considered that a medal has been injected, it performs aprocess to update (add) points (step S131). For example, if 10 pointsare stored in the RAM 133 as points, one point is added to the point tomake the point 11 and cumulatively store the point.

[0333] If point number is stored in the RAM 103 or the flash memory 104of the main control unit 100, the CPU 131, when executing the process ofstep S131, transmits an instruction signal to the CPU 101 of maincontrol unit 100.

[0334] The CPU 101 of the main control unit 100, when received thisinstruction signal, performs a process to update (add) points stored inthe RAM 103 or the flash memory 104.

[0335] In step S130, if it is judged that no medal has been injected,then, whether an instruction to payout medals has been input is judged(step S132). In other words, the CPU 131 judges whether it received aninstruction signal to pay out medals from the control section 15.

[0336] If it judged an instruction to payout medals has been input, itperforms a process to pay out medals (step S133). In this medal payoutprocess, the CPU 131 drives the hopper 121 to payout medals bytransmitting an instruction order to the hopper 121. The medal detectionpart 122, when it detects medals paid out from the hopper 121, sends adetection signal to the CPU 131. The CPU 131, each time receiving adetection signal, stores the times of reception of a detection signal inthe RAM 133 and when it judged the times of reception of a detectionsignal reached a predetermined times, transmits an instruction signal tostop the payout of medals to the hopper 121. As the results, payout ofmedals by the hopper 121 ends.

[0337] After that, the CPU 131 performs a process to update (reduce) thenumber of points stored in the RAM 133 depending on the number of medalspaid out (step S134).

[0338] If the number of points is stored in the RAM 103 or the flashmemory 104 of the main control unit 100, the CPU 131, when a process ofthe step S134 is executed, transmits an instruction signal to update thepoint stored in the RAM 103 or the flash memory 104 to the CPU 101 ofthe main control unit 100.

[0339] When the CPU 101 received the instruction signal, it performsprocess to update the point stored in the RAM 103 or the flash memory104.

[0340] In the step S132, if it is judged that no instruction of payoutof medals has been input, or a process of the step S134 is executed, itis judged whether the conditions to change the number of points havebeen fulfilled (step S135).

[0341] This judgment is performed by judging whether the CPU 131 hasreceived an instruction signal to change the number of points from CPU101 the main control unit 100 that makes a strategic simulation gameproceed. This instruction signal is transmitted to the CPU 131 when theCPU 101 of the main control unit 100 judges the conditions to change thenumber of points in a strategic simulation game are fulfilled. If theCPU 101 judges the conditions to change the number of points in astrategic simulation game are fulfilled, it performs a process to update(add) points (step S136).

[0342] The conditions to change the number of points mentioned above arenot particularly limited. Among the conditions to change the number ofpoints, conditions to increase the points include, for example, winninga fitting with other groups, establishing a purpose given in a strategicsimulation game.

[0343] Conditions to reduce the points include, for example, an input ofinstruction to develop a group or a unit belonging to a group, an inputof instruction to start fighting against other groups. In step S135, ifpredetermined conditions to change the number of points is considerednot to be fulfilled or a process of S136 is executed, this sub-routineends.

[0344] When the subroutine shown in the FIG. 11 is executed, the maincontrol unit 100, and the control unit 130 and the medal sensor 120 ofthe satellite A perform a function as a medal insertion means for makingit possible to insert a medal in order to start and/or progress the gameand. Moreover, the main control unit 100, the control unit 130, thehopper 121, and the medal detection part 122 of the satellite A performa function as a medal distribution means for paying out the medal byreceiving the information that the predetermined condition is satisfiedwhile the game is progressed.

[0345] Moreover, when points or the number of points is input insteadthat second kinds of medals are charged, and when the points or thenumber of points is output or given instead that one or more medals arepaid out as shown in the subroutine in FIG. 11, the main control unit100, and the control unit 130 of the satellite A perform a function asthe medal insertion means and also the medal distribution means in amanner mentioned above.

[0346]FIG. 12A to FIG. 12C and FIG. 13A to FIG. 13B show and example ofan image screen displayed on the screen 14 a of the satellite A, whenthe proceeding strategic simulation game is in training mode.

[0347] First of all, an image screen shown in the FIG. 12A is explainedhere.

[0348] An image, “1555 Spring Owari,” shows an imaginary year, season,and location of the group in a strategic simulation game.

[0349] These imaginary year and season (hereinafter referred to as “yearand so on”) change as the strategic simulation game proceeds, and at thesame time, they are displayed on the screen of the satellite where thestrategic simulation game is played.

[0350] For example, when “Spring 1555” is displayed, a player playing astrategic simulation game on the satellite A can once input anindication, which is described hereinafter, for the group that theplayer operates (hereinafter referred to as “group A”). Moreover, aplayer playing a strategic simulation game in other satellite can onceinput the indication for the group that the player operates.

[0351] In addition, when the group makes a move in response to the inputindication in each satellite, “Spring 1555” finishes, and “Summer 1555”will be displayed on the upper left of the screen.

[0352] An image shown below the above image, “Commander: Oda Nobunaga,”represents that the leader of the group A operated by the player, whoplays the strategic simulation game on the satellite A, is Oda Nobunaga.Moreover, an image, which represents the name of the leader of the groupoperated by the player playing the strategic simulation game on theaforementioned satellite, is displayed on a screen of each satellite.

[0353] Furthermore, an image shown below the above image represents theability value of the group A. Moreover, an image displayed under it isthe one which shows the value of the ability (ability value) of thegroup A. Specifically, the ability value about the “force” (the numberof the soldiers and their morale measured in numerical value), theability value about the “castle” (size of the castle and the strength ofthe castle wall measured in numerical value) and the ability value ofthe “commander” (the ability of the main character, Oda Nobunaga, andhis followers that area measured in numerical value) are shown.

[0354] On the lower part of the screen, an image showing a face of theleader of the group A, “Oda Nobunaga,” is displayed, along with an imagerepresenting the operational procedure of “Now, what do we do here . . .” as a line of “Oda Nobunaga.” In response to the operational procedure,images, such as “Military draft,” “Merchant,” “Personnel,” “Training”and so on, which represent an indication for the group, are displayed inthe midsection of the screen. Here, the player operates the controlportion 15 and gives an indication for the group A by selecting an imageshowing a desired indication.

[0355] Moreover, abovementioned indications are all fortraining/reinforcement of the groups. Any of the indications can beselected by a player, and when a specified indication is inputadditionally, the CPU 131 of the control unit 130 carries out theprocessing of changing (increasing) the ability value, which is subjectto change, among, for example, the ability value of the group stored inthe RAM 133 or flash memory 138, and also carries out the processing ofadding the data concerning the new unit to the data concerning thegroup.

[0356] An image “WIN” displayed on the right side of the screen and animage “0” displayed below that are the images representing theaccumulative number of medals (total number of the points) acquired bythe player in a strategic simulation game. When an image shown in FIG.12A is displayed, the accumulative number of the medals that the playeracquire in a strategic simulation game is zero.

[0357] An image “CREDIT” displayed on the right side of the screen andan image “320” displayed below that are the images representing thenumber of the points stored in the RAM 133 of the satellite 12. When animage shown in the FIG. 12A is displayed, the number of the pointsstored in the RAM 133 of the satellite 12 is 320.

[0358] An image “BET” additionally displayed below the above image andan image “10” displayed below “BET” are the images representing achallenge fee, which is paid to the other group when the player provokedthe fight. The challenge fee is stored as a point in the RAM 133 of thesatellite 12. In addition, when an image shown in FIG. 12A is displayedthe challenge fee stored in the RAM 133 of the satellite 12 is zero.

[0359] When the image shown in the FIG. 12A is displayed, if the playerselects an option of “Military draft” and moreover inputs the indicationto organize a navy, an image shown in FIG. 12B will be displayed.

[0360] On the center of the screen an image representing the navy isdisplayed, along with an image representing an operational procedure of“Insert 100 golds to organize navy. “Do you wish to organize?” and anoption of “(Y/N)” in response to the operation procedure. Moreover, onthe lower part of the screen an image showing “You may need navysomeday.” as a line of “Hashiba Hideyoshi”, a unit belonging to thegroup, is displayed. The image represents an advise that “HashibaHideyoshi” gives to the leader of the group “Oda Nobunaga.”

[0361] When the image shown in FIG. 12A is displayed, selecting “Y” willorganize navy, while selecting “N” will not organize it.

[0362] Furthermore when “Y” is selected, the main control unit 100, andthe control unit 130 of the satellite A function as medal insertionmeans to make it possible to input the point for progressing a game. Inthe step S135 of the subroutine shown in FIG. 11, the CPU 131 judgesthat the condition for changing the number of the points is satisfied,and in the step S136 executes the processing of reducing the number ofthe points stored in the RAM 133 (320 points) to 100 points to make it220 points.

[0363] CPU 131 also carries out the processing of increasing the abilityvalue, which is subject to change, among the ability value of the groupA stored in the RAM 133 or flash memory 138.

[0364] When the image shown in FIG. 12A is displayed, if the playerselects the option of “Merchant” and inputs an indication for buying 50guns, the image shown in FIG. 12C will be displayed.

[0365] On the center of the screen an image representing a scene of thedeal with the Merchant is displayed, along with an image of theoperational procedure indicating “Insert 200 golds to buy 50 guns. “Doyou wish to buy?” and an image showing an option of “(Y/N)” in responseto the operation procedure.

[0366] Moreover, an image representing an advise, “A gun may beessential in a fight,” which, “Hashiba Hideyoshi,” a unit belonging tothe group gives to the leader, “Oda Nobunaga.”

[0367] At this point, when “Y” is selected, the player can purchase 50guns, and when “N” is selected, no guns will be purchased.

[0368] Moreover, when “Y” is selected, the main control unit 100, andthe control unit 130 of the satellite A perform a function as medalinsertion means to make it possible to input points for progressing agame. In the step S135 of the subroutine indicated in the FIG. 11, CPU131 decides that the condition for changing the number of the points issatisfied and in the step S136 executes the processing of deducting 200points from the number of the points stored in the RAM 133 (320 points)to make it 120 points.

[0369] CPU 131 also executes the processing of increasing the abilityvalue (for example the ability value concerning the weapons and so on),which is subject to change, among the ability value of the group Astored in the RAM 133 or flash memory 138.

[0370] When an image shown in the FIG. 12C is displayed, if the playerselects the option of “Personnel,” an image shown in the FIG. 13A, forexample, will be displayed.

[0371] On the center of the screen the data concerning a unit “HashibaHideyoshi” is displayed, along with an image showing “Please take me asyour follower” as a line of “Hashiba Hideyoshi”, an image representingthe operation procedure or “Include in the servants?”, and an imagerepresenting the option of “(Y/N)” in response to the operationalprocedure.

[0372] Moreover on the lower part of the screen an image representing aline of “Oda Nobunaga”, “What should I do . . . ” is displayed.

[0373] At this moment when “Y” is selected, the CPU 131 can add the dataconcerning the unit “Hashiba Hideyoshi” to the data concerning the groupA stored in the RAM 133 or flash memory 138.

[0374] Furthermore, when an image shown in the FIG. 12A is displayed, ifthe player selects the option of “Training” and inputs the indicationfor learning, the image shown in FIG. 13B will be displayed.

[0375] On the center of the screen an image showing a scene where bothcommanders are talking is displayed, along with an image representing anoperational procedure of “Insert 50 golds for carrying out learning. “Doyou wish to conduct?” and an image representing the option of “(Y/N)” inresponse to the operational procedure.

[0376] On the lower part of the screen an image representing an advise,“It is difficult to conquer the whole Japan without political power andeducation”. which, “Hashiba Hideyoshi,” a unit belonging to the groupgives to the leader, “Oda Nobunaga.”

[0377] At this time, when “Y” is selected learning will be carried out,and when “N” is selected learning will not be carried out.

[0378] Moreover when “Y” is selected, the main control unit 100, and thecontrol unit 130 of the satellite A function as medal insertion means tomake it possible to input the point for progressing a game. In the stepS135 of the subroutine shown in FIG. 11, CPU 131 decides that thecondition for changing the number of the points is satisfied, and in thestep S136 carries out the processing of deducting 50 points from thenumber of the points stored in the RAM 133 (320 points) to make it 270points.

[0379] CPU 131 also does the processing of increasing the ability value(for example, the ability value of government, education and so on),which is subject to change, among the ability value of the leader of thegroup A, “Oda Nobunaga,” stored in the RAM 133 or flash memory 138.

[0380] [3-1] Step to Provoke a Fight Against the Other Group

[0381] In training mode of abovementioned strategic simulation game,when achieving a specified purpose, for example, such as unifying thecountry or a location of a group (“Owari” is an example shown in FIG.12A through FIG. 12C and FIG. 13A through FIG. 13B), training mode ends,and a combat mode is started. In this combat mode, a plurality ofplayers can, by having the trained/reinforced groups fight in thetraining mode, play a game where each group rob each other for theadministered territories and eventually one group will achieve thedesired objective of world unification.

[0382]FIGS. 14A and 14B are flow charts, which illustrate a subroutineto be executed in order to start a fight between a group and anothergroup in a strategic simulation game. Here, for an explanation of the ofthe FIGS. 14A and 14B, a group, which the group A provokes a fightagainst, is group B, and a satellite, in which the player operating thegroup B plays a strategic simulation game, is satellite B.

[0383] The subroutine illustrated in FIGS. 14A and 14B is, in responseto the designation given by the group A for provoking a fight, executedafter being called by the control program controlling the strategicsimulation game on the medal operated gaming machine 10.

[0384] If the designation given by the group A for provoking a fight isinput through the control section 15 of the satellite A, the CPU 131 ofthe controller 130 provided on the satellite A sends a signal to the CPU101 of the main control unit 100 to indicate that the designation givenby the group A for provoking a fight had been input.

[0385] As soon as the CPU 101 of the main control unit 100 receives thissignal, the CPU 101, first, searches the group, which can provoke afight against the group A, according to the data stored in the RAM 103or the flash memory 104 of the main control unit 100, in other words thedata concerning the group other than the group A (including the datastored as the paused-game data).

[0386] This search is to be done by determining whether or not the dataand so on, which relate to the group(s) other than the group A,satisfies the specified condition(s).

[0387] For example in a strategic simulation game, when a group provokesa fight only against a group administering a territory lying next to theterritory administered by aforementioned group, the search describedabove is done by determining whether or not the condition, where any ofthe other groups other than the group A (for example, the group B, groupC and so on) administer the territory lying next to the territoryadministered by the group A, is satisfied, based on the data concerningthe group other than the group A.

[0388] Secondly, the CPU 101 of the main control unit 100, based on thesearch results in the step S140, sends a command signal to the CPU 131of the controller 130 provided in the satellite A to display the imagefor selecting a match-up group (step S141). After receiving the signal,CPU 131, then, sends a draw command and so on to the VDP 136. VDP 136,then, reads a necessary image data out of the image data stored in theROM 132, generates a composite image data, and writes it into the framebuffer 137. Thereafter, the composite image data written in the framebuffer 137 is sent to the image display device 14, and the image forselecting a match-up group is displayed on the screen 14 a.

[0389] This image for selecting a match-up group is generated accordingto the search results in the step S140. For example, if the searchresults in the step S140 are the groups B-D, an image illustrating aname of each group B-D is shown in abovementioned image for selecting amatch-up group as an option. At this moment, the player can start afight with a group by selecting it among the displayed groups to carryout the fight.

[0390] Next, the CPU 101 of the main control unit judges whether or notthe CPU 101 received the command signal for selecting a match-up group(step S 142).

[0391] This command signal is signaled from the control section 15 tothe CPU 131 in response to that a group, among the groups displayed inaforementioned image for selecting a match-up group, has been selectedby the player operating the control section 15 provided in the satelliteA, when abovementioned image for selecting a match-up group isdisplayed. Consequently the CPU 101 of the main control unit 100receives the signal from the CPU 131.

[0392] The control unit 101 of the main control unit 100 returns theprocessing to the step S142 when judging not to receive the abovecommand signal.

[0393] On the other hand, in the step S142, when receiving the commandsignal for selecting the fighting group, the CPU 101 judges whetherthere is the game stop data of the fighting group selected in the RAM103 or the flash memory 104 or not (step S143).

[0394] When it is judged that there is the game stop data of thefighting group selected in the RAM 103 or the flash memory 104, theplayer operating the fighting group selected stops the strategicsimulation game and does not perform the strategic simulation game atthis time. Therefore, the CPU 101 executes the absent fight startprocessing (step S144), and starts the fighting between the group B notoperated by the player and the group A.

[0395] On the one hand, in the step S143, the player operating thefighting group selected performs the strategic simulation game at thistime when it is judged that there is not the game stop data of thefighting group selected in the RAM 103 or the flash memory 104.Therefore, a command signal for displaying the group formation image istransmitted to the CPU 101 of the control unit 100 provided on thesatellite A (step S145).

[0396] The CPU 131 receiving the command signal transmits the drawingcommand etc. to the VDP 136. The VDP 136 reads out the required imagedata by the drawing command etc. of the CPU131 among the image datastored in the ROM 132, and writes into the flame buffer 137 bygenerating composite image data. After that, the composite image datawrote in the flame buffer 137 is transmitted to the image display device14 and the group formation image is displayed on the screen 14 a.

[0397] Moreover, the group formation image is an image facilitating todecide an unit going in for the fight among one or more units belongingto the group. For instance, the group formation image includes an imageshowing namings of each unit (U1 to U5) for selection when the playerperforms the strategic simulation game by using five built-in-IC-chipmedals (M1 to M5) which store data of each unit (U1 to U5) forselection.

[0398] Furthermore, the CPU 101 of the main control unit 100 executesthe following fight execution processing based on data of the units (U1to U3) stored in the built-in-IC-chip medals (M1 to M3), when the playeroperates the control section 15; and for example, inputs a command formaking the units (U1 to U3) go in for the fight.

[0399] Therefore, the fight can be started based on data stored in atleast one built-in-IC-chip medal among data red by the informationwriting/reading device 112 of the satellite A and stored in a pluralityof the built-in-IC-chip medals.

[0400] Then, the CPU 101 judge whether an information signal on groupformation is received (step S146).

[0401] According to the above described example, the information signalon group formation is a signal to be transmitted from the CPU 131 of thecontrol section 130 set to the satellite A to the CPU 101 of the maincontrol section 100 when the control section 15 is operated by a playerand an instruction for making units (U1 to U3) participate in a fight isinput.

[0402] When it is judge in step S146 that the signal for group formationis not received, the CPU 101 of the main control section 100 returns theprocessing to step S146.

[0403] However, when it is judge in step S146 that the informationsignal on group formation is received, the CPU 101 of the main controlsection 100 transmits an instruction signal for displaying achallenge-cost request image to the CPU 131 of the control section 130set to the satellite A (FIG. 14B, step S147).

[0404] The CPU 131 receiving the instruction signal transmits a drawinginstruction or the like to the VDP 136. The VDP 136 reads necessaryimage data from the image data stored in the ROM 132, generatessynthetic image data, and writes the data in the frame buffer 137. Then,the synthetic image data written in the frame buffer 137 is transmittedto the image display device 14 and a challenge-cost request image isdisplayed on the screen 14 a.

[0405] Moreover, the challenge-cost request image is an image forprompting the group B to pay a challenge cost necessary for the group Ato start a fight. When the challenge-cost request image is displayed,the control section 15 is operated by a player and a designation forpaying a challenge cost is input, the main control unit 100, and thecontrol unit 130 of the satellite A perform a function as medalinsertion means to make it possible to input the point for progressing agame. The CPU 131 of the control section 130 set to the satellite Ajudges in step S136 that a condition for changing the number of pointsis satisfied, executes the processing for updating (decreasing) thepoints stored in the RAM 133 or flash memory 138, and transmits aninformation signal showing that the challenge cost is paid to the CPU101 of the main control section 100.

[0406] Then, then CPU 101 of the main control section 100 judges whetherthe information signal showing that the challenge cost is paid isreceived (step S148). When the CPU 101 judges that the informationsignal showing that the challenge cost is paid is not received, itreturns the processing to step S148.

[0407] However, when the CU 101 judges in step S148 that the informationsignal showing that the challenge cost is paid is received, it storesthe number of medals paid as the challenge cost in the RAM 103 or flashmemory 104 (step S149).

[0408] Then, the CPU 101 of the main control section 100 transmits aninstruction signal for displaying a meeting selection image to the CPU131 of the control section 130 (step S150).

[0409] The CPU 131 receiving the instruction signal transmits a drawinginstruction to the VDP 136. The VDP 136 reads necessary image data fromthe image data stored in the ROM 132 in accordance with the drawinginstruction supplied from the CPU 131, generates synthetic image data,and writes the data in the frame buffer 137. Thereafter, the syntheticimage data written in the frame buffer 137 is transmitted to the imagedisplay device 14 and a meeting selection image is displayed on thescreen 14 a.

[0410] The above meeting selection image is an image for promptingselection of a combat manner in the fight between the group A and groupB and the meeting selection image includes one or more images showing acombat manner as an option.

[0411] Then, when the control section 15 is operated by a player and adesignation for selecting a combat manner is input, the CPU 101 of themain control section 100 performs the fight execution processing to bedescribed later in accordance with the selected combat manner.

[0412] Then, the CPU 101 of the main control section 100 judges whetheran instruction signal for selecting a combat manner is received (stepS151).

[0413] When determining that the information signal for selecting acombat manner is not received, the CPU 101 of the control section 100returns the processing to step S151.

[0414] However, when the CPU 101 judges that the instruction signal forselecting a combat manner is received, it transmits an instructionsignal for displaying an image of the selected combat manner to thesatellite A (step S152).

[0415] The CPU 131 receiving the instruction signal transmits a drawinginstruction or the like to the VDP 136. The DVP 136 reads necessaryimage data from the image data stored in the ROM 132 in accordance withthe drawing instruction supplied from the CPU 131, generates syntheticimage data, and writes the data in the frame buffer 137. Thereafter, thesynthetic image data written in the frame buffer 137 is transmitted tothe image display device 14 and the image showing the selected combatmanner is displayed on the screen 14 a.

[0416] Thereafter, the fight execution processing to be described lateris executed (step S153), a fight is executed between the group A andgroup and this subroutine ends.

[0417]FIGS. 15A to 15C and FIGS. 16A to 16C are illustrationsschematically showing screen images displayed on the screen 14 a of theimage display device 14 set to the satellites or satellite A and/or Bwhen the subroutine shown in FIGS. 14A and 14B is executed.

[0418] The screen images shown in FIG. 15A are group formation imagesdisplayed on the screen 14 a of the image display device 14 of thesatellite A when the processings in steps S145 and S146 of thesubroutine shown in FIG. 14A are executed.

[0419] An image “1567 Winter Owari” displayed on the upper left of thescreen shows an imaginary year season and the location of the group A ina strategic simulation game. An image “Leader: Oda Nobunaga” displayedat the lower side of the above screen is the image showing that theleader of the group A to be operated by a player who performs thestrategic simulation game is Oda Nobunaga. Moreover, the ability valueof the group A to be operated by a player who performs the strategicsimulation game at the satellite A is displayed below the above screen.

[0420] Moreover, images of “WIN”, “120”, “CREDIT”, “200”, “BET”, and “0”are displayed in order from the upper side at the right of the screenand these images show that the accumulated number of medals obtained bya player who performs the strategic simulation game at the satellite Ais 120, the number of points stored in the RAM 133 of the satellite A is200, and the challenge cost stored in the RAM 133 of the satellite A ispoint 0.

[0421] The image of “Organize an armed force.” showing an operationalprocedure is displayed at the upper side of the center of the screen anda list showing ability values of five units belonging to the group A isdisplayed below the above image.

[0422] The second item “name” from the left of the list is an itemshowing names of units, in which “Oda Nobunaga” who is the leader of thegroup A, and “Hashiba Hideyoshi”, “Shibata Katsuie”, “Maeda Toshiie”,and “Takigawa Kazumasu” who are units belonging to the group A aredisplayed in order from the top. Moreover, the third item “Soldier” fromthe left of the list is an item showing the number of foot soldiers of afoot-soldier troop led by each unit, the fourth item “cavalry” from theleft is an item showing the number of soldiers of a cavalry troop led byeach unit, and the fifth item “iron” from the left is an item showingthe number of soldiers of a gun troop led by each unit. Therefore, thearmed force led by “Oda Nobunaga” who is the leader of the group A isconstituted by 100 soldiers of a foot-soldier troop, 30 soldiers of acavalry troop, and 50 soldiers of a gun troop.

[0423] Moreover, the data on these units is stored in a built-in-IC-chipmedal every data on each unit.

[0424] The leftmost item “go to way” of the list is an item forselecting whether to make the unit displayed at the right of the item goto war, on which “Y” or “N” can be displayed when a player inputs adesignation.

[0425] In the case of the screen images shown in FIG. 15A, “Y” isdisplayed on the item of “go to war” in the case of “Oda Nobunaga” whois the leader of the group A and “Hashiba Hideyoshi” and “ShibataKatsuie” who are units belonging to the group A and “N” is displayed onthe item of “go to war” in the case of “Maeda Toshiie” and “TakigawaKazumasu” who are remaining units.

[0426] Moreover, the image of “Is this organization accepted?” forprompting confirmation is displayed at the lower side of the above listand moreover, the image showing an option “Y/N” is displayed.

[0427] Furthermore, the image showing the advice “Don't loose thisopportunity.” to be given to the leaser “Oda Nobunaga” from “HashibaHideyoshi” which a unit belonging to the group A is displayed at thelower side of the screen.

[0428] When the images shown in FIG. 15A are displayed and “Y” isselected, the unit in which “O” is displayed on the item of “go to war”is displayed, that is, “Oda Nobunaga” who is the leader of the group Aand “Hashiba Hideyoshi” and “Shibata Katsuie” participate in a fight.

[0429] By setting the above mentioned, it is possible to start a fightin accordance with the data stored in three built-in-IC-chip medals inthe data stored in five built-in-IC-chip medal read by the informationreading/writing device 112 set to the satellite A.

[0430] When the screen images shown in FIG. 15A are displayed and theorganization of a group is completed, the processings in steps S147 andS148 of the subroutine shown in FIG. 14B are executed.

[0431] The screen images shown in FIG. 15B are challenge-cost requestimages displayed on the screen 14 a of the image display device 14 ofthe satellite A.

[0432] Because the images displayed at the left of the screen are thesame as those shown in FIG. 15A, their description is omitted.

[0433] The image showing a state in which the preparation for goring towar is completed and the image showing an operational procedure of “100golds are necessary to got to war in Mino. Do we go to war?” isdisplayed at the central portion of the screen and the image showing anoption of “(Y/N)” is displayed.

[0434] Moreover, the image showing the advice “Let's destroy at astoke.” to be given to the leader “Oda Nobunaga” from “HashibaHideyoshi” which is a unit belonging to a group is displayed at thelower side of the screen.

[0435] When the screen images shown in FIG. 15B are displayed and “Y” isselected, the main control unit 100, and the control unit 130 of thesatellite A perform a function as medal insertion means to make itpossible to input the point for progressing a game. The CPU 131 of thecontrol section 130 set to the satellite A judges that a condition forchanging the number of points is satisfied in step S135 of thesubroutine shown in FIG. 11, subtracts 100 points from the number ofpoints (200 points) stored in the RAM 133, executes the processing fordecreasing the number of points to 100 points, and moreover transmits aninformation signal showing that a challenge cost is paid to the CPU 101of the main control section 100.

[0436] Moreover, the CPU 101 of the main control section 100 judges instep S148 that the information signal showing that the challenge cost ispaid is received and executes the processing for storing the number ofmedals (number of points) paid as a challenge cost in the RAM 103 orflash memory 104.

[0437] Thereafter, when the processing in step S149 of the subroutineshown in FIG. 14B is executed, the images shown in FIG. 15C aredisplayed on the screen 14 a of the image display device 14 set to thesatellite A.

[0438] The image showing a state in which “Oda Nobunaga” who is theleader of the group A gives a command for going to war and the image of“We will go to war.” are displayed at the central portion of the screen.

[0439] Moreover, the image showing the words “Go to war!!” of “OdaNobunaga” who is the leader of the group A is displayed at the lowerside of the screen.

[0440] Furthermore, because 100 points are paid as a challenge cost whenthe images shown in FIG. 15B are displayed, images displayed as“CREDIT”, “200”, “BET”, and “0” in the screen images of FIG. 15B arechanged to images “CREDIT”, “100”, “BET”, and “100”.

[0441] Screen images shown in FIG. 16A are screen images displayed onthe screen 14 a of the image display device 14 of the satellite B whensteps S150 and S151 of the subroutine shown in FIG. 14B are executed.

[0442] An image “1567 Winter Mino” displayed on the top left of thescreen are images showing an imaginary year season and location of thegroup B in a strategic simulation game and the image “Leader: SaitoDosan” displayed below the above images is an image showing that theleader of the group B to be operated by a player who performs thestrategic simulation game at the satellite B is Saito Dosan. Moreover,the image showing the ability value of the group B to be operated by aplayer who performs the strategic simulation game at the satellite B isdisplayed below the above image.

[0443] Images of “WIN”, “60”, “CREDIT”, “150”, “BET”, and “0” aredisplayed in order from the upper side at the right of the screen andthese images show that the accumulated number of medals obtained by aplayer who performs the strategic simulation game at the satellite B is60, the number of points stored in the RAM 133 of the satellite A is150, and the challenge cost stored n the RAM 133 of the satellite A is 0point.

[0444] Images showing combat manners such as “single combat”, “wholecombat”, and “siege” are displayed at the central portion of the screenand the image showing the operational procedure of “Select strategy.” isdisplayed below the above images.

[0445] Moreover, the image showing the words “How should we intercept .. . ?” of “Saito Dosan” who is the leader of the group B is displayed atthe lower side of the screen.

[0446] In this case, the player can perform the fight with the group Aby a selected combat manner by operating the control section 15 of thesatellite B and selecting the image showing a desired combat manner.

[0447] Among the above combat manners, the combat manner “single combat”is a combat manner in which one unit belonging to the group A fightswith one unit belonging to the group B. When a fight is performed inaccordance with this combat manner, the fight is started in accordancewith the data stored in one built-in-IC-chip medal among the data readby the information reading/writing device 112 set to a satellite.

[0448] Moreover, the combat manner “whole combat” is a combat manner inwhich two or more units belonging to the group A fights with two or moreunits belonging to the group B.

[0449] When a fight is performed in accordance with this method, thefight is started in accordance with the data stored in two or morebuilt-in-IC-chip medal among the data read by the informationreading/writing device 112 set to a satellite.

[0450] Moreover, the combat manner “siege” is a combat manner in whichone or two or more units belonging to the group A fights with one or twoor more units belonging to the group B in accordance with ability valuesand the like of the groups A and B.

[0451] In the case of a strategic simulation game provided by amedal-operated gaming machine of the present invention, a combat mannerwhich can be selected when starting a fight is not restricted. However,it is preferable that a medal-operated gaming machine of the presentinvention for providing a strategic simulation game is constituted sothat the combat manner of the above “single combat”, that is, a combatmanner in which players fight with each other by using the data storedin one built-in-IC-chip medal among the data stored in a plurality ofbuilt-in-IC-chip medals respectively can be selected.

[0452] Because a player can perform a strategic simulation game by usingan built-in-IC-chip medal storing the data for his favorite unit or anbuilt-in-IC-chip medal storing the data for a unit having a high abilityvalue, it is possible to make the player strongly have the feeling ofcommitment on a medal (medal with the built-in IC chip) and improve thewant for collection of medals (medal with the built-in IC chips), andmoreover it is possible to make the player further being too much intothe game.

[0453] Moreover, it is preferable that a medal-operated gaming machineof the present invention for providing a strategic simulation game isconstituted so that the above-described combat manner “whole combat”,that is, the combat manner in which players fight with each other byusing the data stored in two or more built-in-IC-chip medal among thedata stored in a plurality of built-in-IC-chip medal respectively can beselected.

[0454] Because a player having more built-in-IC-chip medals storing thedata for a unit having a high ability value can advantageously process afight, it is possible to remarkably improve the want for collection ofmedals (medal with the built-in IC chips) of the player.

[0455] When the images shown in FIG. 16A are displayed on the screen 14a of the image display device 14 set to the satellite B, for example,when “siege” is selected a combat manner, images for a selected combatmanner are displayed on the screen 14 a of the image display device 14set to the satellite A as shown in FIG. 16B.

[0456] The screen images shown in FIG. 16B are screen images to bedisplayed on the screen 14 a of the image display device 14 set to thesatellite A when the processing in step S152 of the subroutine shown inFIG. 14B is executed.

[0457] Because the images displayed at the left of the screen are thesame as the images shown in FIG. 15C, the description is omitted.

[0458] The image showing the castle in which “Saito Dosan” belonging tothe group B stand a siege is displayed and the image of “Fight isstarted.” is displayed at the central portion of the screen.

[0459] Moreover, the image showing the words “Mr. Nobunaga, the enemy issieged.” of “Hashiba Hideyoshi” who is one unit belonging to the group Ais displayed at the lower side of the screen.

[0460] The screen images shown in FIG. 16C are images showing the stateof a fight to be displayed on the screen 14 a of the image displaydevice 14 set to the satellites A and B when the processing in step S153of the subroutine shown in FIG. 14B is executed.

[0461] The image showing the data for “Hashiba Hideyoshi” who is oneunit belonging to the group A is displayed at the top left of the screenand the data for “Takenaka Hanbei” who is one unit belonging to thegroup B is displayed at the right of the screen. Moreover, the imageshowing a state in which a fight is performed is displayed at thecentral portion of the screen.

[0462] Furthermore, the image showing the process of a fight between thegroup A and group B is displayed at the lower side of the screen.

[0463] [3-2] Stage of Performing Fight with Other Group

[0464]FIGS. 17A and 17B are flowcharts sowing a subroutine to beexecuted to perform a fight between one group and another group in astrategic simulation game in the main control section 100 of themedal-operated gaming machine 10.

[0465] The subroutine is a subroutine to be called and executed in stepS153 of the subroutine shown in FIG. 14B.

[0466]FIGS. 17A and 17B are described on a case in which the group Awins a victory in the fight between the groups A and B.

[0467] First, the fight-result decision processing is executed (stepS160).

[0468] The fight-result decision processing is a processing for the CPU101 of the main control section 100 to decide a result of the fightbetween the groups A and B in accordance with the data for the group A,the data for the group B, and the data for the selected combat manner instep S151 of the flowchart shown in FIG. 14B.

[0469] For example, when the combat manner “single combat” is selectedamong the above-described combat manners, the CPU 101 of the maincontrol section 100 performs the processing for comparing ability valuesof units each other in accordance with the data for one unit belongingto the group A and the data for one unit belonging to the group B anddecides a result of the fight between the groups A and B.

[0470] Moreover, when the combat manner “whole combat” is selected, theCPU 101 of the main control section 100 performs the processing forcomparing ability values of units each other in accordance with the datafor two or more units belonging to the group A and the data for two ormore units belonging to the group B and decides a result of the fightbetween the groups A and B.

[0471] Moreover, in the case of the fight-result decision processing,the CPU 101 of the main control section 100 not only decides a groupwining a victory but also performs the processing for deciding changesof various ability values set to the groups A and B such as the numberof soldiers in groups decreased due to a fight and ability values ofunits to be changed due to a fight as fight results.

[0472] Moreover, in the case of the fight-result decision processing instep S160, it is judged whether to change the data for a unit belongingto a defeated group (group B) as the data for a unit belonging to avictorious group (group A). In this case, it is decided to change thedata for which unit.

[0473] Furthermore, the CPU 101 of the main control section performs theprocessing for storing the data for the fight result decided in stepS160 in the RAM 103 of the main control section 100 and the processingfor changing ability values of the groups A and B in accordance with thefight result.

[0474] Then, the CPU 101 of the main control section 100 transmits aninstruction signal for displaying the image showing a fight state to theCPU 131 of the control section 130 set to the satellites A and B inaccordance with the fight result decided in step S160 (step S161).

[0475] The CPU 131 receiving the instruction signal transmits a drawinginstruction to the VDP 136. The VDP 136 reads necessary image data fromthe image data stored in the ROM 132 in accordance with the drawinginstruction supplied from the CPU 131, generates synthetic image data,and writes the data in the frame buffer 137. Then, the synthetic datawritten in the frame buffer 137 is transmitted to the image displaydevice 14 and the images showing a state of a fight shown in FIG. 16Care displayed.

[0476] Then, the CPU 101 of the main control section 100 judges whetherthe current timing is the timing for ending the fight (step S162). Whenthe CPU 101 judges that the current timing is not the timing for endingthe fight, it returns the processing to step S161 and performs theprocessing for displaying the image showing a state of the fight on thescreen 14 a of the image display device 14 set to the satellites A andB.

[0477] By repeatedly executing the processings in steps S161 and S162,it is possible to display the image showing a state of the fight betweenthe groups A and B while economically changing the image and produce arealistic fight scene.

[0478] When the CPU 101 judges in step S162 that the current timing isthe timing for ending the fight, it transmits an instruction signal fordisplaying a fight result image to the CPU 131 of the control section130 set to the satellites A and B in accordance with the fight resultdecided in step; S160 (step S163).

[0479] The CPU 131 receiving the instruction signal transmits a drawinginstruction and the like to the VDP 136. The VDP 136 reads necessaryimage data from the image data stored in the ROM 132 in accordance withthe drawing instruction and the like supplied from the CPU 131,generates synthetic image data, and writes the data in the frame buffer137. Then, the synthetic image data written in the frame buffer 137 istransmitted to the image display device 14, and a fight result image isdisplayed on the screen 14 a.

[0480] It is allowed to apply the processings in steps S161 to S163 notonly to the satellites A and B but also to another satellite at which astrategic simulation game is performed. By performing the aboveoperation, it is possible that a player other than the player whooperates the group A and the player who operates the group B can alsowatch a state of the fight between the groups A and B.

[0481] Moreover, it is allowed that the image showing the above fightand a fight result image are displayed on the screen 13 a of the largedisplay device 1. In this case, a person other than the players whoperform the strategic simulation game can watch a state of the fightbetween the groups A and B.

[0482] Then, the CPU 101 judges whether the data for a unit to be changeis present in the data for the fight result stored in the RAM 103 of themain control section 100 (step S164).

[0483] When the CPU 101 of the main control section 100 judges that thedata for the unit to be changed is present, it then transmits aninstruction signal for displaying the image showing the data for theunit to be changed to the CPU 131 of the control section 130 set to thesatellite A (step S165).

[0484] The CPU 131 receiving the instruction signal transmits a drawinginstruction and the like to the VDP 136. The DVP 136 reads necessaryimage data from the image data stored in the ROM 132 in accordance withthe drawing instruction and the like supplied from the CPU 131,generates synthetic image data, and writes the data in the frame buffer137. Then, the synthetic image data written in the frame buffer 137 istransmitted to the image display device 14, and the image showing thedata for the unit to be changed is displayed on the screen 14 a.

[0485] The image for prompting to select whether to recognize the aboveunit as a unit belonging to the group A is included in the image showingthe data for the unit to be changed.

[0486] When the processing in step S165 is executed, the CPU 101 of themain control unit 100 judges whether a command signal for changing thedata for units is received (step S166).

[0487] When the CPU 101 judges that the command signal for changing thedata for units is not received, it does not change the data for units tobe changed to the data for units belonging to the group A but it startsthe processing in step S169.

[0488] In this case, the CPU 101 of the main control unit 100 performsthe processing for deleting the data for units constituting the group Bserving as the data for units to be changed among the data stored in theRAM 103 or flash memory 104 or for maintaining the data for units.

[0489] When the CPU 101 judges that the command signal for changing thedata for units is received, it performs the processing for changing thedata for units to be changed to the data for units belonging to thegroup A and writing the data in a built-in-IC-chip medal stored in apredetermined place in the satellite A (step S167).

[0490] That is, the CPU 101 of the main control unit 100 performs theprocessing for changing an ID code and the like included in the data forunits to be changed to an ID code and the like included in the data forunits belonging to the group A and thereby changing the data for unitsto be changed to the data for units belonging to the group A, andstoring the data in the RAM 133 of the control unit 130 or flash memory138. Moreover, the CPU 101 transmits a command signal for driving theinformation writing device 113 set to the satellite A to the CPU 131 ofthe control unit 130 set to the satellite A. When the CPU 131 receivesthe above command signal, it performs the processing for driving theinformation writing device 131 and writing the data for units newlydecided to belong to the group A in a built-in-IC-chip medal stored in apredetermined place of the satellite A.

[0491] Moreover, the CPU 101 of the main control unit 100 performs theprocessing for deleting the data for units constituting the group Bserving as the data for units to be changed among the data stored in theRAM 103 or flash memory 101.

[0492] Thereafter, the CPU 101 of the main control unit 100 performs theprocessing for paying out a built-in-IC-chip medal (step S168). That is,the CPU 101 transmits a command signal for driving the built-in-IC-chipmedal paying-out device 114 to the CPU 131 of the control unit 130 setto the satellite A. When the CPU 131 receives the above command signal,it pays out the built-in-IC-chip medal in which the data for units newlydecided to belong to the group A is written from a built-in-IC-chipmedal outlet.

[0493] As a result, a player who operates the group A can obtain thebuilt-in-IC-chip medal in which the data for units newly decided tobelong to the group A is stored.

[0494] When the processings in steps S167 and S168 are executed, themain control unit 100, control unit 130 set to the satellite A,information writing device 113, and built-in-IC-chip medal paying-outdevice 114 function as a built-in-IC-chip medal paying-out means becausea predetermined condition is satisfied while a game progresses.

[0495] It is allowed to repeatedly execute the processings in the abovesteps S164 to S168 in accordance with the number of present data valueswhen a plurality of data values for units to be changed are present.

[0496] When the CPU 101 judges in step S164 that the data for units tobe changed are not present, in step S166 that a command signal forchanging the data for units is not received, or executes the processingin step S168, it judges whether a group for which a fight is started(group B for the above described example) wins a victory in accordancewith the fight result obtained in step S160 (step S169).

[0497] When the CPU 101 judges that the group for which the fight isstarted (group B) wins a victory, it performs the processing for payingout some or all of the medals paid as a challenge cost in step S149(step S170).

[0498] That is, the CPU 101 decides the number of medals to be paid outamong the medals paid as the challenge cost and then, transmits acommand signal for paying out the medals to the CPU 131 of the controlunit 130 set to the satellite.

[0499] When the CPU 131 receives the command signal, it transmits thecommand signal to the hopper 121 and thereby, drives the hopper 121 andmakes the hopper 121 pay out the medals. When the medal detectingsection 122 detects a medal paid out from the hopper 121, it transmits adetection signal to the CPU 131.

[0500] The CPU 131 stores the frequency of receiving detection signalsin the RAM 133 whenever receiving a detection signal and when judgesthat the frequency of receiving detection signal reaches a predeterminedfrequency, it transmits a command signal for stopping paying-out ofmedals to the hopper 121. As a result, paying-out of medals by thehopper 121 is stopped. When the processing in the step S170 is executed,the main control unit 100, and the control unit 130 the hopper 121, andthe medal detection part 122 of the satellite B perform a function as amedal distribution means for paying out the medal by receiving theinformation that the predetermined condition is satisfied while a gameis progressed. When the CPU 131 judges that the group for which a fightis started does not win a victory or executes the processing in stepS170, it ends this subroutine.

[0501]FIGS. 18A to 18C are illustrations schematically showing screenimages displayed on the screen 14 a of the image display device 14 setto the satellites or satellite A and/or B when the subroutine shown inFIGS. 17A and 17B is executed.

[0502] As described above, when the processings in steps S161 to S162 ofthe subroutine shown in FIG. 17A are executed, the images shown in FIG.16C are displayed on the screen 14 a of the image display device 14 setto the satellites A and B and the process of the fight between thegroups A and B is displayed. However, thereafter when the fight betweenthe groups A and B ends and step S163 is executed, the images shown inFIG. 18A are displayed.

[0503] The screen images shown in FIG. 18A are fight result images to bedisplayed on the screen 14 a of the image display device 14 of thesatellites A and B when step S163 of the subroutine shown in FIG. 17A isexecuted.

[0504] Images showing ability values of the whole group A (obtained bydigitizing a force size, gold, and rice) are displayed at the top leftof the screen and images showing ability values of the whole group B aredisplayed at the right of the screen. Moreover, images showing states inwhich the siege combat between the groups A and B is performed aredisplayed at the central portion of the screen. Furthermore, images of“1567 Winter Mino Fight between Oda troops and Saito troops” and “Odatroops wins a victory.” are displayed at the lower side of the screen asimages showing the result of the fight between the groups A and B.

[0505] The screen images shown in FIG. 18B are screen images to bedisplayed on the screen 14 a of the image display device 14 set to thesatellite B when step S165 of the subroutine shown in FIG. 17B isexecuted.

[0506] The images {1567 Winter Mino” displayed at the top left of thescreen are images showing imaginary year and season and the location ofthe group A in a strategic simulation game and the image “Leader: OdaNobunaga” displayed below the above images is an image showing that theleader of the group A to be operated by a player who performs thestrategic simulation game is Oda Nobunaga. Moreover, the image showingthe ability value of the group A to be operated by a player who performsthe strategic simulation game at the satellite A is displayed below theabove image.

[0507] Images of “WIN”, “220”, “CREDIT”, “200”, “BET”, and “0” aredisplayed at the right of the screen and these images show that theaccumulated number of medals obtained by a player who performs thestrategic simulation game at the satellite B is 220, the number ofpoints stored in the RAM 133 OF the satellite A is 200, and thechallenge cost stored in the RAM 133 of the satellite A is 0 point.

[0508] On the midsection of the screen, data concerning “TakenakaHanbei,” a unit which was belonging to the group B is displayed, alongwith an image of the line of “Takenaka Hanbei,” “Prithee I shall begrateful if you could make me your follower.” Moreover, an image of anoperational procedure showing, “Do you wish to have him as yourfollower?” will be displayed, along with an image of the optionsillustrating, “(Y/N),” in response to the operational procedure.

[0509] Also on the lower side of the screen, an image illustrating anadvise, “Mister Nobunaga, Mister Takenaka Hanbei will be our greatforce,” which is given by “Hashiba Hideyoshi,” a unit belonging to thegroup A, to the leader “Oda Nobunaga,” is displayed.

[0510] Hereupon, if “Y” is selected, “Takenaka Hanbei” can be includedas a unit to be belonging to the group A.

[0511] When the image illustrated in FIG. 18B is displayed, an image onthe screen illustrated in FIG. 18C is displayed on the screen 14 a ofthe image display device 14 of the satellite A in response to that the“Y” has been selected from the two options.

[0512] The images displayed on the upper left and the upper right of thescreen are the same as the image shown in FIG. 18B, of which theexplanations have already been done. Therefore the explanation for thisis omitted here.

[0513] On the center portion of the screen is displayed an image where“Oda Nobunaga” of the leader of the group A dialogues with “TakenakaHanbei” of an unit newly belonging to the group A, and also is displayedan image where “Takenaka Hanbei goes in for a feudatory”.

[0514] Moreover, on the lower part of the screen is displayed an imagewhere “I effort to serve for my lord.” as the part of “Takenaka Hanbei”.

[0515]FIG. 19 is a flow chart showing a subroutine for determining anunit action of a group in the main control unit 100 of the medal gamingmachine 10.

[0516] The subroutine is executed by being called from the controlprogram for controlling the strategic simulation game of the medalgaming machine 10 executed in advance by receiving the input of thecommand for the unit of the group in the strategic simulation game.

[0517] If the command for one unit of the group A is inputted though thecontrol section 15 of the satellite A, the CPU 131 of the control unit130 provided on the satellite A transmits a signal indicating the inputof the command for one unit of the group A to the CPU 101 of the maincontrol unit 100. The CPU 101 of the main control unit 100, whenreceiving the signal, executes on the basis of the comparison processingof the leader's ability value of the group A and the unit's abilityvalue of the group A among the data stored in the RAM 103 of the maincontrol unit 100 or the flash memory 104 (step S180).

[0518] Although the comparison processing method of the ability value isspecially limited, for example, as one of the ability values for theleader of the group, an “appeal” which is an ability to submit units isset. If a “loyalty” which is an ability obedient to the leader is set asone of ability values for an unit of the group, the above method addsthe “appeal” of the leader's ability value and the “loyalty” of theunit's ability value, and also executes samplings of random numbers toobtain numbers within a given region (for example, 1 to 100). Inaddition, it compares a sum of the added number and a number obtained bysampling of random numbers with a criterion number (for example, 200),and decides whether to make the unit act based on the command or not bydetermining whether to surpass this criterion number or not.

[0519] In the above example, if the “appeal” of the leader's abilityvalue of the group A is 80, the “loyalty” of the unit's ability value ofthe group A is 90, and the number value obtained by sampling of randomnumbers is 50, the sum is 230, so the method decides to make the unit ofthe group A act based on the command. On the other hand, if the numbervalue obtained by sampling of random numbers is 20, the sum is 190, soit is decided not to make the unit of the group A act based on thecommand.

[0520] Next, the CPU 101 of the main control unit 100 judges on thebasis of the result of the comparison processing of the ability valuewhether to make the unit act according to the command or not (stepS181).

[0521] The CPU101 makes the unit act according to the inputted commandwhen judging to make the unit act according to the command (step S182).

[0522] For instance, if the command for making one unit of the group Ago in for the fight is inputted through the control unit 15 of thesatellite A, when judging to make the unit go in for the fight in thestep S181, the CPU101 advances the strategist simulation game by makingone unit of the group A go in for the fight in the step S182.

[0523] On the other hand, in the step S182, the CPU 101 executes theaction selection draw processing when judging not to make the unit actaccording to the command (step S183). For example, in the actionselection draw processing theS main control unit 100 stores in advance aplurality of the probability tables for determining the action of unitcorresponding to random number in the ROM 102 of the main control unit100 or the like, and sets the probability table according to theinputted command to the RAM 103 of the main control unit 100 or thelike. Thereafter the main control unit 100 executes the action selectiondraw processing by sampling random numbers.

[0524] For example, if the inputted command is one for making an unit ofthe group A go in for the fight, the probability table for determiningthe unit action such as “not to go in for the fight”, “to go over to thegroup of the fighting opponent” is set corresponding to random numbers.After that, the CPU 100 can decide the unit action of the group A bysampling random numbers.

[0525] Next, the CPU 101 makes the unit act based on the result of theaction selection draw (step S184).

[0526] For example, in the case where the command for making one ofunits belonging to the group A go in for the fight is inputted throughthe control unit 15 of the satellite A, the CPU 101 executes the actionselection draw in the step S183 when judging not to make the unit actaccording to the above command in the step S181. At the result of theaction selection draw, if one unit of the group A is judged “not to goin for the fight”, the CPU 101 advances the strategic simulation gamewithout making one unit of the group A go in for the fight.

[0527] The present subroutine is finished when the processing of thestep S182 is executed, or when the processing of the step S184 isexecuted.

[0528]FIG. 20A to FIG. 20C show example models of picture image whichare displayed on the screen 14 a of the image display device 14 providedin the groups A and B when the subroutine shown in FIG. 19 is executedafter the picture image shown in FIG. 16B is displayed and the combat isstarted between the group A and the group B.

[0529] The picture image shown in FIG. 20A is an example of a pictureimage which is displayed when the combat is started between the group Alead by the leader “ODA Nobunaga” and the group B lead by the leader“SAITO Dosan” after a command for enrolling the units “HASHIBAHideyoshi” and “SHIBATA Katsuie” under the group A as the participantsin the combat and it is decided in the step S181 of the subroutine shownin FIG. 19 that the unit “HASHIBA Hideyoshi” is to take action followingthe inputted command.

[0530] An image showing the data in regards to the unit “HASHIBAHideyoshi” under the group A is displayed at the upper left of thescreen while the data in regards to a unit “TAKENAKA Hanbei” under thegroup B is displayed at the upper right of the screen.

[0531] Moreover, at the center of the screen, “My lord, we willdefinitely gain a complete victory.” is displayed as a line of the unit“HASHIBA Hideyoshi” under the group A showing the run of events that theunit “HASHIBA Hideyoshi” takes action following the inputted command.

[0532] Further, displayed at the bottom of the screen is an imageshowing the development of the combat fought between the unit “HASHIBAHideyoshi” under the group A and the unit “TAKENAKA Hanbei” under thegroup B.

[0533] The picture image shown in FIG. 20B is an example of a pictureimage which is displayed when the combat is started between the group Alead [led] by the leader “ODA Nobunaga” and the group B lead by theleader “SAITO Dosan” after a command for enrolling the units “HASHIBAHideyoshi” and “SHIBATA Katsuie” under the group A as the participantsin the combat is inputted and it is decided in the step S181 of thesubroutine shown in FIG. 19 that the unit “HASHIBA Hideyoshi” is to takeaction not following the inputted command.

[0534] An image showing the data in regards to the another unit “SHIBATAKatsuie” under the group A is displayed at the upper left of the screenwhile an image showing the data in regards to “SAITO Dosan” who is theleader of the group B is displayed at the upper right of the screen.

[0535] Further, displayed at the bottom of the screen is an imageshowing the development of the combat fought between the unit “SHIBATAKatsuie” under the group A and “SAITO Dosan” as the leader of the groupB. At the very bottom, an image of “SHIBATA Katsuie of ODA Corps hasretreated.” is displayed showing the run of events that the unit“SHIBATA Katsuie” takes action not following the inputted command.

[0536] In addition, at the center of the screen, “I have not ordered youto retreat.” is displayed as a line of “ODA Nobunaga” as the leader ofthe group A.

[0537] The picture image shown in FIG. 20C is another example of apicture image which is displayed when the combat is started between thegroup A led by the leader “ODA Nobunaga” and the group B led by theleader “SAITO Dosan” after a command for enrolling the units “HASHIBAHideyoshi” and “SHIBATA Katsuie” under the group A as the participantsin the combat is inputted and it is decided in the step S181 of thesubroutine shown in FIG. 19 that the unit “HASHIBA Hideyoshi” is to takeaction not following the inputted command.

[0538] An image showing the data in regards to the unit “SHIBATAKatsuie” under the group A is displayed at the upper left of the screenwhile an image showing the data in regards to “SAITO Dosan” who is theleader of the group B is displayed at the upper right of the screen.

[0539] Displayed at the bottom of the screen is an image showing thedevelopment of the combat fought between the unit “SHIBATA Katsuie”under the group A and “SAITO Dosan” as the leader of the group B. At thevery bottom, an image of “SHIBATA Katsuie of ODA Corps has betrayed andgone over to the enemy.” is displayed showing the run of events that theunit “SHIBATA Katsuie” takes action not following the inputted command.

[0540] In addition, at the center of the screen, “How dear you betrayedme!” is displayed as a line of “ODA Nobunaga” as the leader of the groupA.

[0541] [4] A Step of Interrupting the Ongoing Combat Simulation Game

[0542]FIG. 21A and FIG. 21B are flowcharts showing the subroutine whichis executed for interrupting the ongoing combat simulation game in themain control unit 100 of the medal operated gaming machine 10.

[0543] Upon receiving the command signal for interrupting the combatsimulation game through the control unit 15 provided in one satellite(satellite A), the subroutine is called to be executed from the controlprogram for controlling the combat simulation game of the medal machine10, which has been already executed.

[0544] First, a command signal for displaying an absentee matchselection image is transmitted to the CPU 131 of the control unit 130provided in the satellite A (step S190).

[0545] The CPU 131, upon receiving the command signal, transmits adrawing command and the like to the VDP 136. According to the drawingcommand and the like from the CPU 136, the VDP 136 reads out thenecessary image data from the image data stored in the ROM 132,generates a composite image data so as to write it onto the frame buffer137. Then, the composite image data written onto the frame buffer 137 istransmitted to the image display device 14 and the absentee matchselection image is displayed on the screen 14 a.

[0546] The above-described absentee match selection image is an imagefor letting the player select the manner of fighting the combat to befought between the group A and another group after the player of thegroup A interrupts the game. The absentee match selection image containsan image showing one, two, or more manners of fighting as selections.Examples of the combat manners, which can be selected from the absenteematch selection image, may be the same as those of the match selectionimage described above, which can be selected.

[0547] When the player controls the control unit 15 and inputs a commandfor selecting the combat manner for the absentee match, the CPU 101 ofthe main control unit 100 stores the data in regards to the selectedcombat manner for the absentee match in the RAM 103 or the flash memory104 of the main control unit 100 as the game interruption data.

[0548] Next, it is judged whether or not a command signal for selectingthe combat manner has been received (step S191). When it is judged thatthe command signal for selecting the combat manner has not beenreceived, the CPU 101 of the main control unit 100 returns theprocessing to the step S191.

[0549] On the other hand, when it is judged in the step S191 that thecommand signal for selecting the combat manner has been received, thehistory data of the game of the player operating the group A (the datain regards to the group A) is stored as the game interruption data (StepS192). In other words, the CPU 101 of the main control unit 100 storesthe history data of the game of the player operating the group A (thedata in regards to the group A), which has been stored in the RAM 103 orthe flash memory 104, in the flash memory104 as the game interruptiondata.

[0550] Next, the CPU 101 judges whether or not the medal with thebuilt-in IC chips 30 are provided (FIG. 21B, step S193).

[0551] In other words, the CPU 101 transmits a command signal forrecognizing the built-in-IC-chip medal 30 to the CPU 131 of the controlunit 130 provided in the satellite A. Upon receiving the command signal,the CPU 131 transmits a command signal for recognizing thebuilt-in-IC-chip medal 30 to the information reading/writing device 112.

[0552] The information reading/writing device 112 after receiving thecommand signal performs processing for recognizing the built-in-IC-chipmedal 30 and transmits a response signal to the CPU 131 when recognizingthe built-in-IC-chip medal 30. Further, the CPU 131 after receiving theresponse signal transmits a response signal to the CPU 101 of the maincontrol unit 100.

[0553] The CPU 101 of the main control unit 100 judges whether or notthe built-in-IC-chip medal 30 are provided in the concave part 19 of thebuilt-in-IC-chip medal placing stand 20 provided in the satellite Abased on the fact whether or not the response signal has been received.

[0554] In the case where the history data of the game (the data inregards to the group A), which is stored as the game interruption data,contains the data in regards to a plurality of units, the combatsimulation game is to have been played by the number of built-in-IC-chipmedals in accordance with the number of the units. Thus, the CPU 193judges whether or not the number of built-in-IC-chip medals inaccordance with the number of the units are provided.

[0555] When it is judged in the step S193 that the built-in-IC-chipmedals is not provided, it is so notified (step S194) and the processingis returned to the step S193. Such notification can be achieved, forexample, by displaying a specific image showing a warning (e.g., “medalmemory is unset”) on the screen 14 a of the image display device 14.

[0556] On the other hand, when it is judged in the step S193 that thebuilt-in-IC-chip medals are provided in the concave part 19 of thebuilt-in-IC-chip medal placing stand 20 of the satellite A, data readingprocessing is performed (step S195).

[0557] In the data reading processing, the CPU 101 transmits a commandsignal for reading out the data stored in the built-in-IC-chip medals tothe CPU 131. On the other hand, the CPU 131 of the control unit 130provided in the satellite A drives the information reading/writingdevice 112 so as to perform the processing for reading out the datastored in the built-in-IC-chip medals for storing the read data in theRAM 133.

[0558] Then, the CPU 101 of the main control unit 100 judges whether ornot the ID code and the like contained in the read date and the ID codeand the like contained in the game interruption data are consistent(step S196). In other words, the CPU 101 obtains the ID codes and thelike from the data stored in the RAM 133 in the step S195 and thehistory data of the game stored in the step S192 so as to judge whetherthe both are consistent or not.

[0559] When it is judged that the both are not consistent, thebuilt-in-IC-chip medal provided in the built-in-IC-chip medal placingstand 20 are different from the built-in-IC-chip medal provided beforethe combat simulation game is started and the like. Thus, the CPU 101notifies that different built-in-IC-chip medals are provided and returnsthe processing to the step S193. Such notification can be achieved, forexample, by displaying a specific image showing a warning (e.g.,“Different medal memory is set”) on the screen 14 a of the image displaydevice 14.

[0560] On the contrary, when it is judged in the step S196 that the IDcode and the like contained in the read data and the ID code and thelike contained in the game interruption data are consistent, the samebuilt-in-IC-chip medals as the ones provided before the combatsimulation game is started and the like are provided in thebuilt-in-IC-chip medal placing stand 20. Thus, the CPU 101 performs thedata writing processing (step S198).

[0561] In the data writing processing, the CPU 101 transmits a commandsignal for writing the game interruption data onto the built-in-IC-chipmedals and, at the same time, stores the game interruption data in theRAM 133 of the satellite A. On the other hand, the CPU 131 of thecontrol unit 130 provided in the satellite A, upon receiving theabove-described command signal, drives the information reading/writingdevice 112 so as to write the game interruption data stored in the RAM133 onto the built-in-IC-chip medals.

[0562] In the steps S195 and S198, the main control unit 100, and thecontrol unit 130 and the information reading/writing device 112 providedin the satellite A function as data reading/writing means which performwriting of at least either the initial data of the game or the historydata of the game onto the built-in-IC-chip medals and reading of atleast either the initial data of the game or the history data of thegame from the built-in-IC-chip medals.

[0563] Subsequently, the CPU 101 deletes the history data of the game(the data in regards to the player operating the group A) among the datastored in the RAM 103 or the flash memory 104 of the main control unitand the data stored in the RAM 133 or the flash memory 138 of thecontrol unit 130 provided in the satellite A except for the data storedas the game interruption data (step S199) and the subroutine iscompleted.

[0564]FIG. 22A-FIG. 22 C show schematically an example of the screenimage displayed on the screen 14 a of the image display device 14installed in the satellite A when an ongoing strategic simulation gameis stopped.

[0565] The screen image shown in the FIG. 22A is the screen imagedisplayed on the screen 14 a of the image display device 14 installed inthe satellite A before the subroutine shown in FIG. 21A and FIG. 21 B isexecuted.

[0566] The image “1568 Summer Mino” displayed at the top left of thescreen is an image that shows a imaginary year, season, and the locationof the group A in the strategic simulation game, while the image“Leader: Oda Nobunaga” displayed below is an image showing that theleader of the group A operated by the player who is playing thestrategic simulation game on the satellite A. In addition, an image thatindicates the ability value of the group A operated by the player who isplaying the strategic simulation game on the satellite A is displayedbelow this.

[0567] Moreover, images such as “WIN”, “220”, “CREDIT”, “400”, “BET”,and “0” are displayed at the top right of the screen, and these imagesshow respectively that the accumulated number of medals acquired by theplayer who is playing the strategic simulation game on the satellite Bis 220 pieces, the number of points stored in the RAM133 of thesatellite A is 200 points, and the challenge fee stored in the RAM133 ofthe satellite A is 0 point.

[0568] An image that shows the dialog scene between the leader of thegroup A, “Oda Nobunaga” and an unit belonging to the group A “HashibaHideyoshi” is displayed in a central part on the screen, and an imageshowing an operating procedure, “Do you wish to take a break?” or “Doyou want to stop the game?”, is displayed, and an image showing thechoice of “(Y/N)” corresponding to the operating procedure, isdisplayed.

[0569] Moreover, an image that shows an advice “The rest is alsonecessary at times” that an unit belonging to the group A “HashibaHideyoshi” gives the leader “Oda Nobunaga”, is displayed at the bottomof the screen.

[0570] At this time, when the player inputs an instruction to select “Y”through the control section 15 installed in the satellite A, the CPU131in the control unit 130 disposed in the satellite A sends an instructionsignal that shows that the instruction to stop the strategic simulationgame was input to the CPU101 in the main control unit 100.

[0571] When this instruction signal is received, the CPU101 in the maincontrol unit 100 executes the subroutine shown in FIG. 21A and FIG. 21B.

[0572] The screen image shown in FIG. 22 B is an absent Fight selectionimage displayed on the screen 14 a of the image display device 14installed in the satellite A when the processing of step S190 of thesubroutine shown in FIG. 21A is executed.

[0573] The image displayed at the top right and at the top left of thescreen is similar to the image shown in FIG. 22A, and it has beenexplained; therefore, the explanation here shall be omitted.

[0574] The image “Sir (means Nobunaga), by which method shall we fightback when attacked by the enemy while you are taking the rest?” isdisplayed at the bottom of the screen as a speech of one unit “HashibaHideyoshi” that belongs to the group A, and moreover, images that showthe combat manners “Sigle combat” (or “Man-to-man fight”), “Wholecombat”, and “Siege”, are sequentially displayed from the top in thisorder, in the central part on the screen, and an image that shows theoperating procedure “Please select the strategy”, is displayed belowthem.

[0575] At this time, the player, can fight during the absence by thecombat manner selected by the operation of control section 15 of thesatellite A, and the selection of the image that shows the desiredcombat manner.

[0576] The screen image shown in FIG. 22C is a screen image displayed onthe screen 14 a of the image display device 14 installed in satellite Awhen the processing of the step S198 of the subroutine shown in FIG. 21B is executed.

[0577] The image displayed at the top right and at the top left of thescreen is similar to the image shown in FIG. 22A, and it has beenexplained; therefore, the explanation here shall be omitted.

[0578] An image that shows the progress status report of processing “Itis completed writing data on the medal memory.”, is displayed, andanother image showing the operating procedure “Thank you very much.Please remove the medal memory.” is displayed in the central part of thescreen

[0579] Moreover, the image “Sir (Nobunaga), please return from the restas soon as possible.” is displayed at the bottom of the screen as aspeech of one unit “Hashiba Hideyoshi” that belongs to the group A.

[0580] The strategic simulation game is executed continuously with thepresence of the group A in the medal operated gaming machine 10 thoughthe strategic simulation game is stopped in the satellite A when thesubroutine shown in FIG. 21A and FIG. 21 B is executed, and the screenimage shown in FIG. 22C is displayed.

[0581] And, when an instruction that a player playing the game in theother satellite challenges the group A to a fight is input by thatplayer during the absence of the group A, the fight will be done in thesteps S190-S191 by the combat manner selected beforehand.

[0582]FIG. 23 is a flow chart that shows a subroutine to be executedwhen the strategic simulation game progresses.

[0583] In the explanation of FIG. 23, it is assumed that the groupoperated by the player who has stopped the strategic simulation game bethe group A, the group that challenges the group A to a fight is calledthe group C, and the satellite where the player operating the group Cplays the strategic simulation game, is assumed to be the satellite C.

[0584] The subroutine shown in FIG. 23 is a subroutines to be executedin the main control unit 100 upon reception of a instruction that theplayer playing the game on the satellite C challenges the group A wherethe player is absent to a fight, by the operation of the control section15, namely, a subroutine to be called and executed in the step S144 ofthe flow chart shown in FIG. 14A.

[0585] In the flow chart shown in FIG. 23, the same symbol is affectedto the step where a processing similar to the flow chart shown in FIG.14A and FIG. 14 B is performed.

[0586] When the absent fight start processing routine is started, theCPU101 in the main control unit 100 transmits an instruction signal todisplay the group organization image to the CPU131 in the control unit130 disposed in the satellite C (step S145). Note that the processing tobe executed in the step S145 is a processing similar to the processingexecuted in the step S145 of the subroutine shown in FIG. 14A, and hasalready been explained; therefore, the explanation thereof shall beomitted here.

[0587] Next, the CPU101 judges whether to have received the informationsignal concerning the group organization or not (step S146). Theprocessing is returned to the step S146 when it is judged that thesignal concerning the group organization has not been received.

[0588] On the other hand, the CPU101 of the main control unit 100transmits an instruction signal to display the challenge fee demandimage to the CPU131 in the control unit 130 disposed in the satellite C,when it is judged that the information concerning the grouporganization, was received in the step S146 (step S147).

[0589] Next, CPU101 judges whether to have received the informationsignal that the challenge fee is paid or not(step S148).

[0590] It returns the processing to the step S148, when it is judgedthat the information signal that the challenge fee is paid has not beenreceived.

[0591] On the other hand, the CPU101 stores the number of medals paid aschallenge fee (number of points) in the RAM103 or flash memory 104 inthe step S148 when it is judged that the information signal that thechallenge fee is paid was received (step S149).

[0592] On the other hand, the CPU101 stores the number of medals paid aschallenge fee (number of points) in the RAM 103 or flash memory 104 inthe step S148 when it is judged that the information signal that thechallenge fee is paid was received (step S149). In this case, the maincontrol unit 100, and the control unit 130 of the satellite C perform afunction as medal insert means for making it possible to input the pointfor progressing a game.

[0593] Note that the processing of the steps S145-S149 mentioned aboveis similar to the processing of the steps S145-S149 of the subroutineshown in FIG. 14A and FIG. 14 B and has already been described;therefore, the explanation thereof shall be omitted this time.

[0594] Next, the CPU101 of the main control unit 100 transmits aninstruction signal to display the image concerning the combat mannerselected beforehand (step S158).

[0595] The CPU131, that receives this instruction signal, transmits adrawing instruction and so on to the VDP136. Upon the drawinginstruction and so on from the CPU131, the VDP136 reads out necessaryimage data among the image data stored in the ROM132, generates thesynthetic image data, and writes it in the frame buffer 137. Afterwards,the synthetic image data written in the frame buffer 137 is transmittedto the image display device 14 and the image that shows the combatmanner that was selected beforehand will be displayed on the screen 14a.

[0596] Afterwards, the absent fight execution processing described lateris executed (step S159) to terminate this subroutine.

[0597]FIG. 24A and FIG. 24 and B are flow charts that show thesubroutine that is called and executed in the step S159 of thesubroutine shown in FIG. 23.

[0598] First of all, CPU101 in the main control unit 100 performs theabsent fight result decision processing (step S200).

[0599] This absent fight result decision processing is a processingwhere the CPU101 of the main control unit 100 decides the results of thefight of the group C and the group A based on the data concerning thegroup C, the data concerning the group A during the absence of theplayer and the data concerning the combat manner selected beforehand inthe steps S190-S191 of the subroutine shown in FIG. 21A. Moreover, dataconcerning group A during the absence of the player is included in thegame stop data stored in the flash memory 104 in the step S192 mentionedabove. Note that the absent fight result decision processing is aprocessing substantially similar to the fight result decision processingmentioned above and has already been described; therefore, theexplanation here shall be omitted.

[0600] Next, the CPU101 transmits the instruction signal to display theimage that shows the scene of the fight to the CPU131 in the controlunit 130 disposed in the satellite C (step S201). As a result, forinstance, an image similar to the image shown in FIG. 16C will bedisplayed on the screen 14 a of the image display device 14 disposed inthe satellite C.

[0601] Next, the CPU101 judges whether it is the timing to end the fight(step S202). The CPU101 returns the processing to the step S202, andprocesses to display the image that shows the scene of fight on thescreen 14 a of the image display device 14 installed disposed in thesatellite C when it judges that it is not the timing for ending thefight.

[0602] On the other hand, the CPU101 transmits an instruction signal todisplay the fight result image to the CPU131 in the control unit 130disposed in the satellite C when it judges that it is the timing toterminate the fight (step S203).

[0603] Note that the processing in the step S203 is a processing similarto the processing in the step S163 of the subroutine shown in FIG. 17A,and has already been described; therefore, the explanation here shall beomitted.

[0604] Next, it is judged whether the data concerning the unit thatshould be changed exist in the data concerning the results of the fightstored in the RAM103 of the main control unit 100 (step S204).

[0605] When it is judged that data concerning the unit that should bechanged exists in the step S204, next, the CPU101 of the main controlunit 100 judges whether data concerning the unit that should be changedis data concerning the unit that belongs to the group which ischallenged in a fight (group A) (step S205).

[0606] The CPU101 of the main control unit 100 transmits an instructionsignal to display the image that shows data concerning the unit thatshould be changed to the CPU131 of the control unit 130 disposed in thesatellite C in the step S205, when it is judged that data concerning theunit that should be changed is the data concerning the unit that belongsto the group which is challenged in a fight (group A) (step S206).

[0607] The CPU131, that receives this instruction signal, transmits adrawing instruction and so on to the VDP136. The VDP136 reads outnecessary image data by the drawing instruction and so on from theCPU131 from the image data stored in the ROM132, generates syntheticimage data and write it into the frame buffer 137. Afterwards, thesynthetic image data written in the frame buffer 137 is transmitted tothe image display device 14, and the image that shows data concerningthe unit that should be changed will be displayed on the screen 14 a.

[0608] An image prompting to select whether to make the above-mentionedunit an unit that belongs to the group A is included in the image thatshows data concerning this unit that should be changed.

[0609] Afterwards, the CPU131 judges whether to have received theinstruction signal to change data concerning the unit or not (stepS207).

[0610] The CPU101 in the main control unit 100 does not change the dataconcerning the unit that should be changed to data concerning the unitthat belongs to the group C, and advances the processing to the stepS169, when it is judged that the instruction signal to change the dataconcerning the unit was not received, namely when it is judged that aninstruction signal not to change data concerning the unit was received.

[0611] At this time, the CPU101 of the main control unit 100 deletesdata concerning the unit that composes the group A that became dataconcerning the unit that should be changed among the data stored in theRAM103 or flash memory 104 or processes to maintain is as it is.

[0612] When it is judged that the instruction signal to change the dataconcerning the unit was received, next, the data concerning the unitthat should be changed is changed to the data concerning the unit thatbelongs to the group C, and processed to be written into thebuilt-in-IC-chip medal stored in a prescribed part in the satellite C(step S208).

[0613] Namely, the CPU101 of the main control unit 100 changes the dataconcerning the unit that should be changed to the data concerning theunit that belongs to group C by changing the ID code and so on includedin the data concerning the unit that should be changed to the ID codeand so on included in data concerning the unit that belongs to the groupC, and processes to make it be stored in the RAM133 in the control unit130 disposed in the satellite C or flash memory 138. Moreover, theCPU101 transmits an instruction signal to drive an information writingdevice 113 installed in the satellite C to the CPU131 in the controlunit 130 disposed in the satellite A. When the CPU131 receives theabove-mentioned instruction signal, it drives the information writingdevice 113, and writes the data concerning the unit that newly came tobelong to the group C in the built-in-IC-chip medal stored in aprescribed part of the satellite A.

[0614] In addition, the CPU101 of the main control unit 100 deletes thedata concerning the unit configuring the group A that became dataconcerning the unit that should be changed from the data stored in theRAM103 or flash memory 104.

[0615] Thereafter, the CPU101 of main control unit 100 performs aprocessing of paying out the built-in-IC-chip medal (step S209). Inshort, the CPU101 transmits an instruction signal to drive thebuilt-in-IC-chip medal pay-out device 114 to the CPU131 in the controlunit 130 disposed in the satellite C. When the above-mentionedinstruction signal is received, the CPU131 pays out the built-in-IC-chipmedal in which data concerning the unit that came newly to belong to thegroup C is written from the built-in-IC-chip medal outlet installed inthe satellite 12.

[0616] As a result, the player operating the group C can acquire thebuilt-in-IC-chip medal to which data concerning the unit that came newlyto belong to the group C is stored.

[0617] During the execution of the processing of these steps S208 andS209, the main control unit 100, and the control unit 130, theinformation wring device 113 and the built-in-IC-chip medal pay-outdevice 114 provided in the satellite C function as built-in-IC-chipmedal pay-out means for paying out built-in-IC-chip medals, providedthat prescribed conditions are satisfied while the game is progressing.

[0618] On the other hand, when it is judged that data concerning theunit that should be changed is not the data concerning the unit thatbelongs to the group (group A), or, that it is the data concerning theunit that belongs to the group which is challenged in a fight (group C)in the step S205, the CPU101 in the main control unit 100 makes the dataconcerning the unit that should be changed be stored in addition to thegame stop data (data concerning the group A) stored in the flash memory104 (step S210).

[0619] The CPU101 of the main control unit 100 judges whether the groupwhich is challenged in a fight won or not (step S211), when it is judgedthat data concerning the unit that should be changed does not exist inthe step S204, when it is judged that the instruction signal to changethe data concerning the unit is not received in the step 209, or, whenthe processing of the step S209 or the S210 is executed.

[0620] A part or all of medals paid as challenge fee is added to thegame stop data (data concerning the group A) stored in the flash memory104 as a number of points and stored when it is judged that the groupwhich is challenged in a fight (group A) won (step S212).

[0621] In the step S211, when it is judged that the group which ischallenged in the fight won or when the processing of the step S212 isexecuted, the subroutine will be ended.

[0622] [5] Step to Resume the Stopped Strategic Simulation Game

[0623] In the aforementioned step [4], the player who paused(interrupted, canceled, stopped) the strategic simulation game (theplayer who operates the group A) can resume the aforementioned strategicsimulation game by using the built-in-IC-chip medal in which the datarelated to the stop of the game is stored.

[0624]FIG. 25 is a flowchart illustrating a subroutine to be executedfor the resume of the strategic simulation game, which has been stoppedin the main control unit 100 of the medal operated gaming machine 10.The subroutine is the one which is read out and executed in the stepS117 of the subroutine as illustrated in the FIG. 9B.

[0625] Moreover, in an explanation about the FIG. 25, the case where theplayer who operated the group A and stopped the game resumes thestrategic simulation game is explained by executing the subroutineillustrated in the FIG. 21A and the FIG. 21B.

[0626] First of all, CPU 101 of the main control unit 100 executes theinitialization processing (step S220).

[0627] This initialization processing is to resume the stopped strategicsimulation game, according to the game stop data (the data concerningthe group A) read in the subroutine of the step S112 shown in FIG. 9A,and the game stop data (the data concerning the group A) stored in theflash memory 104 in the subroutine of the step S192 shown in the FIG.21A.

[0628] Secondly, the CPU 101 of the main control unit 100 judges whetherthe data concerning the unit to be changed is stored or not (step S221).In the above-mentioned step S210, the data concerning the unit to bechanged is the one added to and stored in the game stop data (the dataconcerning the group A) stored in the flash memory 104. In other words,in the step S221, the CPU 101 of the main control unit 100, in the stepS210, judges whether or not the data concerning the unit necessary to bechanged is added and stored in the game stop data that is stored in theflash memory 104.

[0629] If it is judged that the data concerning the unit necessary to bechanged is stored in the game stop data stored in the flash memory 104,the command signal for displaying the image representing the dataconcerning the unit necessary to be changed is sent to the CPU 131 ofthe controller 130 provided on the satellite A (step S222).

[0630] The CPU 131 which receives the command signal sends a drawcommand and so on to the VDP 136. Then, the VDP 136, based on the drawcommand from the CPU 131, reads a necessary image data out of the imagedata stored in the ROM 132, generates a composite image data, and writesinto the frame buffer 137. Thereafter, the composite image data writteninto the frame buffer 137 is sent to the image displaying device 14, animage showing the data concerning the unit necessary to be changed isdisplayed on the screen 14 a.

[0631] This image showing the data concerning the unit necessary to bechanged includes an image, which prompts to choose whether to make theabovementioned unit belong to the group A or not.

[0632] If the process of the step S222 is executed, the next thing is tojudge whether or not the command signal for changing the data concerningthe unit is received (step S223).

[0633] If it is judged that the command signal for changing the dataconcerning the unit is not received, in other words, if the commandsignal that does not change the data concerning the unit is received,the CPU 101 of the main control unit 100 carries out the processing ofthe data concerning the unit necessary to be changed in the step S226,without changing the data related to the unit belonging to the group A.

[0634] In such a situation, the CPU 101 of the main control unit 100either deletes the data concerning the unit comprising the group B,which becomes the data concerning the unit to be changed among the datastored in the RAM 103 or the flash memory 104 or just carries out theprocessing to maintain as it is.

[0635] If it is judged that the command signal for changing the dataconcerning the unit is received, the next thing is to carry out theprocessing of changing the data, which concerns the unit necessary to bechanged, to the data concerning the unit belonging to the group A, andthen writes it into the built-in-IC-chip medal stored in a specifiedpart within the satellite A (step S224).

[0636] In other words, by changing the ID code and so on included in thedata, which concerns the unit necessary to be changed, to the ID codeand so on included in the data concerning the unit belonging to thegroup A, the CPU 101 of the main control unit 100 carries out theprocessing of changing the data, which concerns the unit necessary to bechanged, to the data concerning the unit belonging to the group A, andthen stores it to the RAM 133 or the flash memory 138 of the controller130 provided in the satellite A. Moreover, the CPU 101 sends a commandsignal for driving the information-writing device 113 provided in thesatellite A to the CPU 131 of the controller 130 provided in thesatellite A. As soon as the CPU 131 receives the abovementioned commandsignal, the CPU 131 executes the processing of driving theinformation-writing device 113 and of writing the data concerning theunit, which newly belongs to the group A, into the built-in-IC-chipmedal stored in a specified part of the satellite A.

[0637] Moreover, the CPU 101 of the main control unit 100 also carriesout the processing of deleting the data concerning the unit configuringthe group B, which became the data concerning the unit to be changed,out of the data stored in the RAM 103 or the flash memory 104.

[0638] Thereafter, the CPU 101 of the main control unit 100 carries outthe pay out processing of the built-in-IC-chip medal (step S225). Inother words, the CPU 101 sends a command signal for driving the payoutdevice of the medal device 114 to the CPU 131 of the controller 130provided in the satellite A. When the CPU 131 receives theabovementioned command signal, the CPU 131 pay out the built-in-IC-chipmedal in which the data concerning the unit newly belonging to the groupa is written, from the pay outlet of the built-in-IC-chip medal providedin the satellite 12.

[0639] As a result, the player operating the group A can acquire thebuilt-in-IC-chip medal in which the data concerning the unit newlybelonging to the group A.

[0640] When the processing of these steps S224 and S225 are carried out,the main control unit 100, the controller 130 provided in the satelliteA, information-writing device 113, and the payout device of the medaldevice 114 function as a payout mean of the built-in-IC-chip medal forpaying out the built-in-IC-chip medal, following the fact that thespecified conditions are satisfied during the progress of the game.

[0641] In addition, the processing of the abovementioned steps S221 toS225 may be repeatedly carried out depending on the number of theexisting data, when there is a plurality of the data concerning the unitnecessary to be changed.

[0642] When it is judged that the data concerning the unit necessary tobe changed is stored in the step S221, when it is judged that thecommand signal for changing the data concerning the unit is not receivedin the step S223, or when it is judged that the processing of the stepS225 is executed, the CPU 101 judges whether or not some or all of thenumber of the medals paid as challenge fees are stored as the number ofthe points in the game stop data (data concerning the group A) stored inthe flash memory 104 (step S226). The data concerning the number of themedals paid as challenge fees is what is additionally stored into thegame stop data stored in the flash memory 104 in the step S212.

[0643] In the step S226, when it is judged that some or all of thenumber of the medals paid as challenge fees are stored as the number ofthe points in the game stop data (data concerning the group A) stored inthe flash memory 104, the CPU 101 of the main control unit 100, based onthe data (data concerning the number of the medals paid as challengefees) additionally stored in the game stop data (data concerning thegroup A), makes a decision on how many medals to be paid out, and thensends the command signal for paying the medal(s) to the CPU 131 of thecontroller 130 provided in the satellite A (step S227).

[0644] As soon as the CPU 131 receives the command signal, the CPU 131drives the hopper 121 and pays out the medal(s) by sending a commandsignal to the hopper 121. The detecting portion 122 sends a detectionsignal to the CPU 131 as soon as it detects the medal issued by thehopper 121.

[0645] Every time when the CPU 131 receives the detection signal, itstores the number of times that it receives the detection signal. Whenthe CPU 131 decides that the number of the receiving times of detectionsignal reaches to the specified number, payout of the medal(s) from thehopper 121 terminates. When the processing in the step S170 is executed,the main control unit 100, and the control unit 130, the hopper 121, andthe medal detection part 122 of the satellite A perform a function as amedal distribution means for paying out the medal by receiving theinformation that the predetermined condition is satisfied while a gameis progressed. When it is judged that the group carried out a gameagainst is not winning, or when the processing of the step S227 isexecuted, the whole subroutine ends.

[0646]FIG. 26A to FIG. 26C are pattern diagrams schematically showing anexample of the screen image displayed on the screen 14 a of the imagedisplay device 14 provided in the satellite A and/or satellite C whenthe subroutine shown in the FIG. 23 to FIG. 25 is executed.

[0647] The screen image shown in the FIG. 26A is a pattern diagramillustrating an example of the screen image displayed on the screen 14 aof the image display device 14 provided in the satellite C when theprocess of the subroutine of the step S158 shown in the FIG. 23 isexecuted.

[0648] This screen image is an image for showing the combat mannerselected by the player operating the group A beforehand.

[0649] An image “1568 Fall Omi” displayed on the upper left of thescreen shows an imaginary year, season, and location of the group C in astrategic simulation game. An image “Leader: Azai Nagamasa” shows thatthe leader of the group C operated by the player, who plays thestrategic simulation game on the satellite C, is Azai Nagamasa.Moreover, an image, which shows the ability value of the group Coperated by the player playing the strategic simulation game on thesatellite C, is displayed below.

[0650] Furthermore, images as “WIN”, “120”, “CREDIT”, “300”, “BET”, and“100” are listed and displayed beginning at the top on the right side ofthe screen. These images represent that the accumulative number of themedals won by the player playing the strategic simulation game on thesatellite A is 120, that the points stored in the RAM 133 of thesatellite A are 300, and that the challenge fees stored in the RAM 133of the satellite A are 100.

[0651] An image, which shows the scene where the group A “Oda troops”and the group C “Azai troops” are about to start the fight, is displayedon the central part of the screen, along with an image showing “Odatroops started to fight back in the whole combat manner.”

[0652] Moreover, an image which shows “Attack in full force now!!” as aline of the leader of the group C “Azai Nagamasa”, is displayed on thelower part of the screen.

[0653] A screen image presented in the FIG. 26B is an image displayed onthe screen 14 a of the image display device 14 provided in the satelliteC when the processing of the subroutine of the step S203 shown in theFIG. 24A is executed.

[0654] The upper left of the screen display an image showing the abilityvalue of the entire group C (the force of arms, gold and rice as thegroup's fortune are measured in numerical terms), while the left side ofthe screen displays an image showing the ability value of the entiregroup A (force strength, gold and rice measured in numerical terms).Moreover, an image which shows the scene where the group C and the groupA are about to start the fight, is displayed on a midsection of thescreen. And also on the lower side of the screen, images of “Azai troopsvs. Oda troops in Mino. Fall 1568”, “Oda troops won.” are displayed toshow the course of the fight between the group A and the group C.

[0655] A screen image presented in the FIG. 26C is a screen imagedisplayed on the screen 14 a of the image display device 14 provided inthe satellite A when the processing of the subroutine of the step S217shown in the FIG. 25 is executed.

[0656] An image, “Spring 1569, Mino”, displayed on the upper left of thescreen, shows an imaginary year, season, and location of the group A ina strategic simulation game. An image “Leader: Oda Nobunaga” shows thatthe leader of the group A operated by the player, who plays thestrategic simulation game on the satellite A, is Oda Nobunaga. Moreover,an image, which shows the ability value of the group A operated by theplayer playing the strategic simulation game on the satellite A, isdisplayed below.

[0657] An image, which shows the scene where the leader of the group A,“Oda Nobunaga,” and the unit belonging to the group A, “HashibaHideyoshi,” are having a conversation, is displayed on the central partof the screen, along with an image showing “Resume the game.” Moreoveran image, which shows “My lord, Mr. Nobunaga, we have acquired the 100golds by winning the battle during your absence.” as a line of the unitbelonging to the group A “Hashiba Hideyoshi”, is displayed on the lowerpart of the screen.

[0658] Images as “WIN”, “320”, “CREDIT”, “500”, “BET”, and “0” aredisplayed. These images indicate that the accumulative number of themedals won by the player playing the strategic simulation game on thesatellite A is 320, that the points stored in the RAM 133 of thesatellite A are 500, and that the challenge fee stored in the RAM 133 ofthe satellite A is 0.

[0659] In addition, when the player operating the group A stops playingthe strategic simulation game, images as “WIN”, “220”, “CREDIT”, “400”,“BET”, and “0” are displayed on the screen 14 a of the image displaydevice 14 provided in the satellite A (refer the FIG. 22C). Thisindicates that, even though the accumulative number of the medals was220 and the number of the points stored in the RAM 133 of the satelliteA was 400 when the player operating the group A stopped the strategicsimulation game, the group A won the fight against the group C while theplayer operating the group A has stopped the game, thus when the playeroperating the group A resumeed continuing the game, the player operatingthe group A has won the challenge fee (100 points) paid by the playeroperating the group C when the aforementioned player provoked the fight.

[0660] [6] The Step of Participating in the Strategic Simulation GameDifferent from the Stopped Game.

[0661] In abovementioned step [5], the situation, in which the player(the player operating the group A) who stopped playing the strategicsimulation game resumes playing by using the built-in-IC-chip medalstored in the game stop data, has been explained. In the presentinvention, however, it is possible for the player who stopped the otherstrategic simulation game to start playing the aforementioned strategicsimulation game by using the built-in-IC-chip medal with in which thestop game data in the aforementioned other strategic simulation game isstored.

[0662] For example, in the medal operated gaming machine of the presentinvention, when each player operating the group A through C is playing astrategic simulation game G1 in each satellite A through C, a player whohas the built-in-IC-chip medal where the game stop data (data concerningthe group D) in the strategic simulation game G2 is stored, can newlyparticipate in the strategic simulation game GI with the aforementionedbuilt-in-IC-chip medal.

[0663]FIG. 27 is a flowchart illustrating the subroutine to be executedin the main control unit 100, when the player who stopped the otherstrategic simulation game participates in the aforementioned strategicsimulation game with the built-in-IC-chip medal where the game stop datain the aforementioned other strategic simulation game is stored. Thissubroutine is executed after being called in the subroutine of the stepS119 presented in the abovementioned FIG. 9B.

[0664] In addition, the explanation of FIG. 27 talks about thesituation, in which when each player operating the group A through Cplays a strategic simulation game in each satellite A through C, aplayer who has the built-in-IC-chip medal where the history data of thegame (data concerning the group D) is stored, newly participates in thestrategic simulation game with aforementioned built-in-IC-chip medal.The satellite, in which the strategic simulation game is played by aplayer operating the group D, is called satellite D.

[0665] First of all, the CPU101 of the main control unit 100 executesthe processing of comparing the data read in the step S118 of thesubroutine illustrated in the FIG. 9B (data concerning the group D) withthe data concerned the groups participating in advance in a strategicsimulation game (data concerning the groups A to C) (step S230).

[0666] The data-comparing process is to compare and see, for example,whether or not the name of the leader of the group D and the name of theunit belonging to the group D and so on correspond to the names of theleader of the groups A to C and the names of the units belonging to thegroups A to C and so on.

[0667] When executing the processing of the step S230, the CPU 101 ofthe main control unit 100 judges if there is a data overlapping into thedata read in the step S118 of the subroutine illustrated in the FIG. 9B(data concerning the group D) and into the data concerning the groupsparticipating in advance in the strategic simulation game (dataconcerning the groups A to C) (step S231).

[0668] When it is judged that there is an overlapping data in the stepS231, the CPU 101 of the main control unit 100 changes the data, whichoverlaps into the data concerning the groups participating in advance inthe strategic simulation game (data concerning the groups A to C) amongthose data read in the step S118 of the subroutine illustrated in FIG.9B, to another data (step S232).

[0669] For example, when the leader of the group D is “Oda Nobunaga” andthe leader of the group A is also “Oda Nobunaga,” there will be sometrouble in proceeding with the game if letting the group D remainparticipated in the strategic simulation game, since the name of theleader of the group D is same as the one of the group A. Moreover, whenthe territory administered by the group D is “Owari” and the territoryadministered by the group A is also “Owari,” it will be difficult to letthe group D remain participated in the strategic simulation game. Inorder to avoid such kind of situations, in the step S232, the CPU 101 ofthe main control unit 100 carries out the processing of changing thedata overlapping into the data concerning the groups A to C, among thedata concerning the group D, to other data.

[0670] When changing the data overlapping into the data concerning thegroups A to C, among the data concerning the group D, to other data, themethods described hereafter can be available as a method to choose theaforementioned other data. In other words, it is possible to use themethod for choosing the other data by previously setting a probabilistictables for the leaders and the units appearing in a strategic simulationgame corresponding to random numbers, and by sampling the random numbersby the CPU 101. Moreover, as a result of the abovementioneddrawing(sampling?), when the overlapping data is selected, it ispossible to select the data, which does not overlap, by having a drawingonce again. For the data concerning the territory etc. administered bythe groups, it is possible to change to the other data by using the samemethod.

[0671] In addition, the data to be changed in the processing of the stepS232, as described above, for example, are related to the names of theleader or the unit of the group and to the territory and so onadministered by the group, and in step S232, the ability value of thegroup (for example, ability values and so on of the leader or the unitof the group).

[0672] In the step S232, when executing the processing of changing thenames and so on as described above, the next thing is to send a commandsignal for displaying an image, which represents that the dataconcerning the group D (for example, the data concerning the names ofthe leader or the unit of the group, the data concerning the territoryadministered by the group D and so on) has been changed, to the CPU 101of the controller 100 provided in the satellite D (step S233).

[0673] On the other hand, as soon as the CPU 131 receives abovementionedcommand signal, the CPU 131(101?) does the processing of having thescreen 14 a of the image display device 14 display the image showingthat the data concerning the group D has been changed. In other words,based on the draw command and so on from the CPU 131, VDP 136 reads thea necessary image data out of the image data stored in the ROM 132,generates a composite image data, and writes it into the frame buffer137. Then, the composite image data written into the frame buffer 137 issent to the image display device 14, and the image, which shows that thedata concerning the group D has been changed, is displayed on the screen14 a.

[0674] In addition, the image, which shows that the data concerning thegroup D has been changed, includes an image prompting to selectparticipation or nonparticipation in the game based on the changed data.When a player inputs the indication of nonparticipation based on thechanged data, it is desirable to carry out the processing of changingthe names and so on as described above.

[0675] This is because, for example, when the names of the leader or theunit of the group are changed, the player's attachment for the group maywane off and also the player may lose interest in the game. However, itis possible to avoid the situation where the player may lose interest bygiving the player a chance to decide to what type of data the playerwould want to change.

[0676] In the step S231, when it is judged that there is no overlappingdata, or when carrying out the processing of the step S233, the CPU 101of the main control unit 100 executes the initialization processing. Theinitialization processing is to have a player participate in thestrategic simulation game proceeding in the group D based on the dataconcerning the group D after the change, when the game stop data read inthe step S112 of the subroutine shown in the FIG. 9A (data concerningthe group D) or the data in abovementioned step S232 is changed.

[0677] Next, the CPU 101 of the main control unit 100 sends the commandsignal for displaying the image showing that a new player hasparticipated to the CPU 131 of the controller 130 provided in all of thesatellites (satellite A to C), where the strategic simulation game isplayed, and terminates the present subroutine thereafter.

[0678] The CPU 131 that received the command signal, then, sends a drawcommand and so on to the VDP 136. The VDP 136, then, reads a necessaryimage data out of the image data stored in the ROM 132, generates thecomposite image data, and writes it into the frame buffer 137.Thereafter the composite image data written into the frame buffer 137 issent to the image display device 14, and then an image illustrating thatthe new player has participated is shown on the screen 14 a.

[0679]FIGS. 28A to 28C are illustrations schematically showing screenimages displayed on the screen 14 a of the image display unit 14 of thesatellite A or D when the subroutine shown in FIG. 27 is executed.

[0680] The screen images shown in FIG. 28A are screen images displayedon the screen 14 a of the image display unit 14 of the satellite onwhich no game is performed when a strategic simulation game is currentlyprogressed on the medal game machine 10.

[0681] Images showing an imaginary year and season “Winter in 1582” ofthe strategic simulation game currently progressed on the medal gamemachine 10 and images showing the number of players “participants 3”participated in the strategic simulation game are displayed on the upperside of the screen.

[0682] The image showing a Japanese map is displayed at the center ofthe screen and the Japanese map shows which group governs which domain.

[0683] Moreover, the image showing an operational procedure “Set medalmemory.” is displayed at the lower side of the screen.

[0684] Screen images shown in FIG. 28B are screen images displayed onthe screen 14 of the image display unit 14 set to the satellite D whenthe processing in step S233 of the subroutine shown in FIG. 27 isexecuted.

[0685] Images “Echigo, Winter in 1582” displayed on the top left of thescreen are images showing an imaginary year, season and the location ofthe group D in the strategic simulation game and the image “leader:Uesugi Kenshin” displayed at the lower side of the above images is animage showing that the leader of the group D to be operated by a playerwho starts the strategic simulation game at the satellite D is UesugiKenshin. Moreover, the image showing the ability value of the group D tobe operated by a player who starts the strategic simulation game at thesatellite D is displayed below the above image.

[0686] Images of “WIN”, “1120”, “CREDIT”, “600”, “BET”, and “0” aredisplayed at the right of the screen and these images show that theaccumulated number of medals obtained by a player who starts thestrategic simulation game at the satellite D is 1,120, the number ofpoints stored in the RAM 133 of the satellite D is 600, and thechallenge cost stored in the RAM 133 of the satellite D is point 0.

[0687] The data on “Uesugi Kenshin” who is the leader of the group D isdisplayed, moreover the image showing an operational procedure “Is thisdata acceptable?” is displayed, and an image showing an option “Y/N” isdisplayed correspondingly to the operational procedure at the centralportion of the screen. Moreover, an image showing another operationalprocedure “To use a plurality of memories, also set another medalmemory.” is displayed at the lower side of the screen.

[0688] In this case, when “N” is selected, names or the like are changedin step S232.

[0689] Screen images shown in FIG. 28C are screen images to be displayedon the screen 14 a of the image display unit 14 set to the satellite Awhen the processing in step S235 of the subroutine shown in FIG. 27 isexecuted.

[0690] The images “1582 Winter Omi” displayed on the top left of thescreen are images showing imaginary year, season and the location of thegroup A in the strategic simulation game and the image “leader: OdaNobunaga” displayed at the lower side of the above images is an imageshowing that the leader of the group A to be operated by a player whoperforms the strategic simulation game at the satellite A is OdaNobunaga. Moreover, the image showing the ability value of the group Ato be operated by a player who performs the strategic simulation game atthe satellite A is displayed below the above image.

[0691] Images of “WIN”, “3000”, “CREDIT”, “800”, “BET”, and “0” aredisplayed at the right of the screen and these images show that theaccumulated number of medals obtained by a player who performs thestrategic simulation game at the satellite A is 3,000, the number ofpoints stored in the RAM 133 of the satellite A is 800, and thechallenge cost stored in the RAM 133 of the satellite A is point 0.

[0692] A Japanese map showing which group governs which domain isdisplayed and images “New player joined.” and “Echigo Uesugi Kenshin”are displayed at the central portion of the screen. Moreover, an image“The opponent is strong.” is displayed as the words of the unit “HashibaHideyoshi” belonging to the group A at the lower side of the screen.

[0693] In the case of a medal game machine of the present inventionwhich provides a strategic simulation game, it is preferable to give aplayer a predetermined number of medals when the player achieves apredetermined purpose given in a game.

[0694] It is possible to make a player further being too much into agame by arousing the motivation of the player for achieving apredetermined purpose. When the player achieves the predeterminedpurpose and obtains a predetermined number of medals, it is possible toenhance the sense of accomplishment and feeling of satisfaction of theplayer.

[0695]FIG. 29 is a flowchart showing a subroutine to be executed while astrategic simulation game is progressed. The subroutine is a subroutineto be executed by the control unit 130 set to a satellite when thestrategic simulation game currently progressed in the satellite is inthe training mode.

[0696] The subroutine is called from a main routine to bed executed bythe control unit 130 at a predetermined timing and executed.

[0697] First, it is judged whether the number of points is decreased(step 241). This determination corresponds to the processing in stepS136 of the subroutine shown in the above FIG. 11.

[0698] When it is judged that the number of points is decreased, the CPU131 of the control unit 130 set to the satellite 12 stores some or allof the decreased number of points in the RAM 133 or flash memory 138(step S241).

[0699] Then, the CPU 131 of the control unit 130 set to the satellite 12judges whether a predetermined purpose in the training mode is achieved(step S242). The predetermined purpose in the training mode is, forexample, a purpose of unifying a country which is the location of agroup (e.g. “Owari”) as described above.

[0700] When it is judged in step S242 that the predetermined purpose isachieved, the processing for paying out the number of medalscorresponding to the number of points stored in step S241 as bonus (stepS243) is executed to complete this subroutine.

[0701] That is, the CPU 131 drives the hopper 121 to make the hopper 121pay out medals by transmitting an instruction signal to the hopper 121.When the medal detecting section 122 detects the medals paid out fromthe hopper 121, it transmits a detection signal to the CPU 131. The CPU131 stores the frequency of receiving detection signals in the RAM 133whenever receiving a detection signal and when the CPU 131 judges thatthe frequency of receiving detection signals reaches a predeterminedfrequency, it transmits an instruction signal for stopping paying-out ofmedals to the hopper 121. As a result, paying-out of medals by thehopper 121 is completed.

[0702] In this case, the control unit 130, the hopper 121, and the medaldetection part 122 of the satellite 12 function as medal distributionmeans for paying out the medal by receiving the information that thepredetermined condition is satisfied while a game is progressed.

[0703] In the case of the processing in the step S243, it is alsoallowed to increase the number of points stored in the RAM 133 or flashmemory 138 instead of paying out the medal. In this case, when theprocessing in the step S243 is executed, the control unit 130 of thesatellite 12 functions as the medal distribution mean.

[0704]FIG. 30 is a flowchart showing a subroutine to be executed while astrategic simulation game is progressed. The subroutine is a subroutineto be executed by the main control unit 100 when a strategic simulationgame in which any satellite is currently progressed is in the combatmode.

[0705] The subroutine is called from the main routine currently executedby the main control unit 100 at a predetermined timing and executed.

[0706] First, it is judged whether an information signal showing thenumber of points is decreased is received (step S251). That is, the CPU101 of the main control unit 100 judges whether an information signalshowing that the number of points is decreased is received from the CPU131 of the control unit 130 of the satellite 12 in which a strategicsimulation game is performed in the combat mode. The determination inthe step S251 corresponds to the processing in step S136 of thesubroutine shown in the above FIG. 11.

[0707] When it is judged that the information signal showing that thenumber of points is decreased is received from the CPU 131 of thecontrol unit 130 of the satellite 12 in which the strategic simulationgame is currently performed in the combat mode, the CPU 101 of the maincontrol unit 100 stores some or all of the decreased number of points inthe RAM 103 or flash memory 104 (step S251).

[0708] Then, the CPU 101 of the main control unit 100 judges whether apredetermined purpose in the combat mode is achieved (step S252). Thepredetermined purpose in the combat mode includes, for example, apurpose of unification of the whole country (to govern all domains) asdescribed above.

[0709] When it is judged in step S252 that the predetermined purpose isachieved, the processing for paying out medals corresponding to thenumber of points stored in step S251 as a bonus is executed (step S253)to complete this subroutine.

[0710] That is, the CPU 100 transmits an instruction signal showing thata player achieving the predetermined purpose pays out medals to the CPU131 of the control unit 130 of the satellite 12 in which a game isperformed. The CPU 131 of the control unit 130 of the satellite 12transmits an instruction signal to the hopper 121 and thereby drives thehopper 121 and makes the hopper 121 pay out medals. When the medaldetecting section 122 detects the medals paid out from the hopper 121,it transmits a detection signal to the CPU 131. The CPU 131 stores thefrequency of receiving detection signals in the RAM 133 wheneverreceiving a detection signal and when it judges that the frequency ofreceiving detection signals reaches a predetermined frequency, transmitsan instruction signal for stopping paying-out of medals to the hopper121. As a result, paying-out of medals by the hopper 121 is completed.

[0711] In this case, the main control unit 100, and the control unit130, the hopper 121, and the medal detection part 122 of the satellite12 perform a function as a medal distribution means for paying out amedal by receiving the information that a predetermined condition issatisfied while the game is progressed.

[0712] In the case of the processing in the step S243, it is alsoallowed to increase the number of points stored in the RAM 133 or flashmemory 138 of the control unit 130 set to the satellite 12. In thiscase, when the processing in the step S243 is executed, the main controlunit 100, and the control unit 130 of the satellite 12 perform afunction as a medal distribution means.

[0713]FIGS. 31A and 31B are illustrations showing screen imagesdisplayed on the screen 14 a of the image display unit 14 set to thesatellite 12 when the subroutine shown in FIG. 29 or 30 is executed.

[0714] The screen images shown in FIG. 31A are screen images to bedisplayed on the screen 14 a of the image display unit 14 set to thesatellite 12 when a predetermined purpose in the training mode isachieved.

[0715] Images “1560 Winter Owari” displayed at the top left of thescreen are images showing imaginary year, season and the location of thegroup A in a strategic simulation game and the image “leader: OdaNobunaga” displayed below the above images is an image showing that theleader of the group A to be operated by a player who performs thestrategic simulation game at the satellite A is Oda Nobunaga. Moreover,an image showing the ability value of the group A to be operated by aplayer who performs the strategic simulation game at the satellite A isdisplayed below the above image.

[0716] Images of “WIN”, “0”, “CREDIT”, “720”, “BET”, and “0” aredisplayed at the right of the screen and these images show that theaccumulated number of medals obtained by a player who performs thestrategic simulation game at the satellite B is 0, the number of pointsstored in the RAM 133 of the satellite A is 720, and the challenge coststored in the RAM 133 of the satellite A is point 0.

[0717] At the central portion of the screen, an image showing the castlewhere the group A stays is displayed and images showing “Owari isunified.”, “500 golds are obtained.”, and “We will join thewhole-country unification mode.” are displayed. Moreover, an imageshowing “Next, we will unify the whole country!!” is displayed as thewords of “Oda Nobunaga” the leader of the group A at the lower side ofthe screen.

[0718] In the step S242 of the subroutine shown in FIG. 29, when the CPU131 judges that a predetermined purpose is achieved, the control unit130 of the satellite 12 performs a function as the medal distributionmean, and executes the processing of increasing the number of pointsstored in the RAM 133 up to 720 points by adding 500 points to 220points in step S243.

[0719] The images shown in FIG. 31B are screen images to be displayed onthe screen 14 a of the image display unit 14 set to the satellite 12when a predetermined purpose in the combat mode is achieved.

[0720] The image showing a Japanese map is displayed and the imageshowing “UNIFICATION OF THE WHOLE COUNTRY” is also displayed at thecentral portion of the screen. Moreover, images showing that “Admirably,the whole country unification is made.”, “3000 golds will be paid.” and“Good work.” are displayed at the lower side of the above images.

[0721] In the step S252 of the subroutine in the FIG. 30, when the CPU101 judges that a predetermined purpose is achieved, the main controlunit 100, and the control unit 130 of the satellite 12 perform afunction as a medal distribution means and performs the processing ofadding 5,000 points to the number of points stored in the RAM 133 instep S253.

[0722] According to the present invention, it is possible to agitate thewant for collection of a player to a medal (a medal with a built-in ICchip) and make the player being too much into a game and moreover, it ispossible to make the player have the affection feeling on a medal (amedal with a built-in IC chip). Therefore, it is possible to provide amedal game machine having a new interest in addition to the interest ofa game and filled with an amusement property in which interest isduplicated.

[0723] Moreover, it is possible to use the above medal with built-in ICchips (referring to the first kind of medal) and a conventional medal(referring to the second kind of medal) together and use these medalshaving different values at the same time. Therefore, it is possible topay out different medals so as to pay out medals in accordance with agame progress state or pay out built-in-IC-chip medals so as to providemore interest with the game.

[0724] [0329]

[0725] Furthermore, because one or more medals can be inserted in orderto start and/or progress the game, it is possible to train andstrengthen the group to be operated by the player by inserting one ormore medals and start to fight against another group in the case of themedal gaming machine which provides the strategic simulation game.Furthermore, because the medal is paid out when the predeterminedcondition is satisfied while the game is progressed, the medal is paidout when the player won the fight against another group or thepredetermined purpose given by the game is achieved. As a result, whenthe number of medals increases, it is possible to continuously play thegame for a long time without purchasing more medals. Thus, the number ofmedals purchased by the player for paid money changes while the game isprogressed and thereby, elongating or shortening the time to play thegame. Therefore, the player can experience a great thrill or excitement.

What is claimed is:
 1. A gaming machine using first and second kinds ofmedals, comprising: a data writing/reading means for writing a firstdata from and/or reading a second data on the first kind of medal, thefirst kind of medal having a built-in IC chip; a medal insertion meansfor receiving the second kind of medal in order to start and/or progressa game; and a medal distribution means for paying out the first and/orthe second kinds of medals according to information that a firstpredetermined condition is satisfied while the game is proceeding. 2.The gaming machine according to claim 1, wherein the first datacomprises at least an initial data or a history data of the game withthe gaming machine, the first data being written on the first kind ofmedal with the built-in IC chip; and wherein the second data comprisesat least the initial data or the history data of the game, the seconddata being read from the first kind of medal with the built-in IC chip.3. The gaming machine according to claim 1, further comprising a payoutmeans for paying out the first kind of medal according to informationthat a second predetermined condition is satisfied while the game isprogressed.
 4. The gaming machine according to claim 1, in which astrategic simulation game is provided.
 5. A gaming machine system usingfirst and second kinds of medals, comprising: a gaming machine withwhich a game proceeds; a first kind of medal, which has a built-in ICchip such that the medal is set on a receiving part of the gamingmachine; a second kind of medal, which has a predetermined value suchthat a game in progress proceeds by inserting the second kind of medalinto an insertion opening of the gaming machine; and a medal inscriptionmachine, which issues the first and the second kinds of medals accordingto input data from a control section by a medal purchaser; wherein aplayer of the game can insert more first and/or second kinds of medalsinto the insertion opening such that the player can forward the game. 6.The gaming machine system according to claim 5, comprising a receivingpart on which the first kind of medal can sit such that storedinformation in the built-in IC chip of the first kind of medal; whereinthe game can be started with an initial status or resumed with anadvanced status being determined the stored information.